Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Comes with 2 Mirror Images
Armor of Vulnerability Slashing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
10 - Curing, 4 - Bless,6 - Bless, 6 - Bless, 13 - Favor, 15 - Favor
Canaith Mandolin
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
Made of fine, dark wood, this mandolin is inlaid with mithral and mother-of-pearl in the shape of forked lightning bolts. The bearer of this instrument can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Instrument
Rarity
Spells
All
fly, invisibility, levitate, protection from evil and good, plus the spells listed for the particular instrument
Canaith mandolin
Rare
cure wounds (3rd level), dispel magic, protection from energy (lightning only)
DDEX3-9 The Waydown
Figurine of Wondrous Power : Onyx Dog
rare
CCC-GHC-BK2-09 Breath of Fire
Show
Elven Chain
rare
Trade Log
Show
Shortsword +2
rare
Against the Giants
Show
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Robe of Stars
very_rare
PO-BK2-08 Straight Through the Heart
Show
Krahharuan Fork ( Pike +3 )
very_rare
DDAL07-10 Fire, Ash, and Ruin
Show
Notes:
Weapon (pike), very rare
Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.
Bag of Devouring
very_rare
CCC-BMG-Moon19-1 A Compassionate Friend
Show
Notes:
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Tome of Leadership and Influence
very_rare
Trade Log
Show
Spellguard Shield
very_rare
CCCROZK01-03 Necromancer's Ascent
Show
Notes:
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Watchful Helm
very_rare
SJ-DC-NOS-05 The Lich Queen's Forgotten Playtest
Show
Notes:
Harmonious - Attunes in 1 minute
Whelm
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Ring of Invisibility
legendary
Against the Giants
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Blackrazor
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Comes with 2 Mirror Images |
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Armor of Vulnerability Slashing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
10 - Curing, 4 - Bless,6 - Bless, 6 - Bless, 13 - Favor, 15 - Favor |
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Canaith Mandolin | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement by a bard) Made of fine, dark wood, this mandolin is inlaid with mithral and mother-of-pearl in the shape of forked lightning bolts. The bearer of this instrument can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Instrument All |
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Figurine of Wondrous Power : Onyx Dog | rare | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Elven Chain | rare | Trade Log | Show | |||
Shortsword +2 | rare | Against the Giants | Show | |||
Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |
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Robe of Stars | very_rare | PO-BK2-08 Straight Through the Heart | Show | |||
Krahharuan Fork ( Pike +3 ) | very_rare | DDAL07-10 Fire, Ash, and Ruin | Show | |||
Notes:
Weapon (pike), very rare Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. |
||||||
Bag of Devouring | very_rare | CCC-BMG-Moon19-1 A Compassionate Friend | Show | |||
Notes:
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Spellguard Shield | very_rare | CCCROZK01-03 Necromancer's Ascent | Show | |||
Notes:
Armor (shield), very rare (requires attunement) This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant. |
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Watchful Helm | very_rare | SJ-DC-NOS-05 The Lich Queen's Forgotten Playtest | Show | |||
Notes:
Harmonious - Attunes in 1 minute |
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Whelm | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. |
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Ring of Invisibility | legendary | Against the Giants | Show | |||
Notes:
Ring, legendary (requires attunement) |
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Blackrazor | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show |