Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Wand of Entangle
uncommon
DDHC-TYP Tales from the Yawning Portal The Sunless Citadel
Show
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Dragon's Lullaby Instrument of the Bards Mac-Fuirmidh Cittern
uncommon
CCC-GSP01-01 A Dragon’s Breath
Show
Driftwood Staff ( Staff of Healing )
rare
Trade Log
Show
Masquerade Tattoo
common
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything.
During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute.
Figurine of Wondrous Power : Ivory Goats
rare
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item, (rarity varies by figurine)
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. See the Monster Manuel for the creature's statistics.
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. This item is found in the Dungeon Master’s Guide.
Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows
· The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
· The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
· The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated.
Gemstone Necklace
common
DDAL04-11 The Donjon
Show
Notes:
Trinket, common
This gemstone at the center of this rather homely
necklace glows as a light spell. This is the extent of
its enchantment.
Dagger of Venom
rare
DDAL04-11 The Donjon
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Ring of Free Action
rare
WBW-DC-CONMAR-04 A Pleasure Cruise
Show
Illuminator's Tattoo
common
WBW-DC-CONMAR-04 A Pleasure Cruise
Show
Ring of the Ram
rare
Trade Log
Show
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Boots of Elvenkind
uncommon
Trade Log
Show
Circlet of Blasting
uncommon
Trade Log
Show
Notes:
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn
Chain Mail +1
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Whelm
legendary
DDHC-TYP Tales from the Yawning Portal Chapter 4 : 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 Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
2 Mirror Images
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
12-Lesser Restoration, 9-Cure Wounds lvl 2, 1-Bless, 18-Branding Smite, 16-Greater Restoration, 4-Bless
Blessing of Protection
unique
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Wand of Entangle | uncommon | DDHC-TYP Tales from the Yawning Portal The Sunless Citadel | Show | |||
Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Dragon's Lullaby Instrument of the Bards Mac-Fuirmidh Cittern | uncommon | CCC-GSP01-01 A Dragon’s Breath | Show | |||
Driftwood Staff ( Staff of Healing ) | rare | Trade Log | Show | |||
Masquerade Tattoo | common | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything. During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute. |
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Figurine of Wondrous Power : Ivory Goats | rare | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item, (rarity varies by figurine) 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. See the Monster Manuel for the creature's statistics. 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. This item is found in the Dungeon Master’s Guide. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows · The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. · The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. · The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated. |
||||||
Gemstone Necklace | common | DDAL04-11 The Donjon | Show | |||
Notes:
Trinket, common This gemstone at the center of this rather homely necklace glows as a light spell. This is the extent of its enchantment. |
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Dagger of Venom | rare | DDAL04-11 The Donjon | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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Ring of Free Action | rare | WBW-DC-CONMAR-04 A Pleasure Cruise | Show | |||
Illuminator's Tattoo | common | WBW-DC-CONMAR-04 A Pleasure Cruise | Show | |||
Ring of the Ram | rare | Trade Log | Show | |||
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
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Boots of Elvenkind | uncommon | Trade Log | Show | |||
Circlet of Blasting | uncommon | Trade Log | Show | |||
Notes:
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn |
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Chain Mail +1 | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Whelm | legendary | DDHC-TYP Tales from the Yawning Portal Chapter 4 : 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 Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. 2 Mirror Images |
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Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
12-Lesser Restoration, 9-Cure Wounds lvl 2, 1-Bless, 18-Branding Smite, 16-Greater Restoration, 4-Bless |
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Blessing of Protection | unique | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show |