Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Shooting Stars
common
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Clockwork Amulet
common
PS-DC-SS Soul and Shadow
Show
Notes:
Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item is found in Xanathar's Guide to Everything, pg. 137.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
This is Commander Manta’s lucky charm. He never lost a battle so long as he had this on him.
Cloak of Many Fashions
common
CCC-MELB-01 A Single Tearfall
Show
Notes:
This cloak was crafted from the shadow of the archfey Firam. It was plucked and woven before the eyes of the characters and is glamoured to change its appearance at will.
Wand of Paralysis
common
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Bracers of Archery
uncommon
Trade Log
Show
Notes:
Requires Attunement While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. flavour: these bracers are bulky with hexagon designs along them that do not match any common racial or family styling. in addition, the hexagons turn blue in the cold or a warm orange in heat. the bearer suffers no harm in temperatures as cold as -20 degrees fahrenheit or as warm as 120 degrees fahrenheit.
Longsword of Vengeance
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Longbow +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition: You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield.
If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Shield +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Bag of Holding
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Yklwa of Warning
uncommon
Trade Log
Show
Javelin of Lightning
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Winged Boots
uncommon
Trade Log
Show
Warhammer +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Javelin of Lightning
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Headband of Intellect
uncommon
DDEX1-6 The Scroll Thief
Show
Shield +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Figurine of Wondrous Power - Silver Ravens
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Dragonhide Belt +1
uncommon
Trade Log
Show
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Mind Shielding
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Shooting Stars | common | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Ring, very rare (requires attunement outdoors at night) Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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Clockwork Amulet | common | PS-DC-SS Soul and Shadow | Show | |||
Notes:
Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item is found in Xanathar's Guide to Everything, pg. 137. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. This is Commander Manta’s lucky charm. He never lost a battle so long as he had this on him. |
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Cloak of Many Fashions | common | CCC-MELB-01 A Single Tearfall | Show | |||
Notes:
This cloak was crafted from the shadow of the archfey Firam. It was plucked and woven before the eyes of the characters and is glamoured to change its appearance at will. |
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Wand of Paralysis | common | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Bracers of Archery | uncommon | Trade Log | Show | |||
Notes:
Requires Attunement While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. flavour: these bracers are bulky with hexagon designs along them that do not match any common racial or family styling. in addition, the hexagons turn blue in the cold or a warm orange in heat. the bearer suffers no harm in temperatures as cold as -20 degrees fahrenheit or as warm as 120 degrees fahrenheit. |
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Longsword of Vengeance | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Longbow +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition: You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. |
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Shield +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Bag of Holding | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Yklwa of Warning | uncommon | Trade Log | Show | |||
Javelin of Lightning | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Weapon (javelin), uncommon The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
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Winged Boots | uncommon | Trade Log | Show | |||
Warhammer +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Javelin of Lightning | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Weapon (javelin), uncommon The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
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Headband of Intellect | uncommon | DDEX1-6 The Scroll Thief | Show | |||
Shield +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Figurine of Wondrous Power - Silver Ravens | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |
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Dragonhide Belt +1 | uncommon | Trade Log | Show | |||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon |
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Ring of Mind Shielding | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Ring, uncommon (requires attunement) You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |