Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
Pipes of the Sewers
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
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.
Pearl of Power
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster)
You can use an action to speak this pearl’s command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
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.
Cloak of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Shield +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.
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.
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.
Winged Boots
uncommon
Trade Log
Show
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.
Boots of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Notes:
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Headband of Intellect
uncommon
DDEX1-6 The Scroll Thief
Show
Warhammer +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.
Shield +1
uncommon
DDHC-TYP Tales from the Yawning Portal Against the Giants
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
||||||
Pipes of the Sewers | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. |
||||||
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. |
||||||
Pearl of Power | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster) |
||||||
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. |
||||||
Cloak of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
Shield +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. |
||||||
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. |
||||||
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. |
||||||
Winged Boots | uncommon | Trade Log | Show | |||
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. |
||||||
Boots of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show | |||
Notes:
Wondrous item, uncommon |
||||||
Headband of Intellect | uncommon | DDEX1-6 The Scroll Thief | Show | |||
Warhammer +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 |
||||||
Shield +1 | uncommon | DDHC-TYP Tales from the Yawning Portal Against the Giants | Show |