Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Pipes of the Sewes
uncommon
DDEX3-6 No Foolish Matter
Show
Notes:
wondrous item, Instrument, major tier, uncommon (requires attunement)
Value/Weight: 2 lb.
Details: These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.”
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 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.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.
Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Found On: Magic Item Table F
Cloak of Protection
uncommon
DDAL06-01 A Thousand Tiny Deaths
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws
while you wear this cloak.
Made of tattered, patched canvas and stitched
together with thick, coarse twine; a homelier cloak
you’ll likely never see. The only exceptional
component of the beastly thing is the saucer-sized
black dragon scale that hangs over the wearer’s
chest when the cloak is worn. It is glossy and
bears the sigil of Nightscale herself.
This unforgivably hideous item can be found in
the Dungeon Master’s Guide
Longbow +1
uncommon
Purchase Log
Show
Notes:
T2 Reward per S11 rules
Illuminator Tattoo
uncommon
DC-PoA-LEXI-01 Don't Wake Yeti
Show
Belt of Hill Giant Strength
rare
Trade Log
Show
Rapier +1
uncommon
Trade Log
Show
Notes:
Weapon (rapier), uncommon
This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
DDEX03-02 Shackles of Blood
Figurine of Wondrous Power - Silver Ravens
uncommon
Trade Log
Show
Notes:
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, figurine allows you to cast the animal messenger spell on it at will.
An intricately carved wooden owl made from Rowan-Oak, druidic runes that if read says " The Court Summons Thee " An owl is summoned as its messenger.
Half Plate of Poison Resistance
rare
Trade Log
Show
Notes:
Armor (half plate), rare (requires attunement)
This non-metal half plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds.
You have resistance to poison damage while you wear this armor.
DDEX3-11 The Quest for Sporedome
Sun Blade
rare
Trade Log
Show
Notes:
The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. This sun blade has held many names over the years, including Sunlight's Wrath and Shar's Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.
Goggles of Night
uncommon
Trade Log
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.
Saddle of the Cavalier
uncommon
Trade Log
Show
Notes:
Player. reb_far#7739
Character. Rehema Jihi Mëshirë Chisoni
Item. Saddle of the Cavalier (U)
Source. DDHC-CM - Candlekeep Mysteries #4 - Creeping in the Dark
Description. Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Boots of the Winterlands
uncommon
Trade Log
Show
Notes:
Requires Attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Broom of Flying
uncommon
Trade Log
Show
Notes:
Player: Rob F
DCI: 7100843139
PC Name: Mula de Articulo
Item Traded: Broom of Flying from CCC-TRI-13
Item Received: Saddle of the Cavalier
Blackrazor
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Wave
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Boots of Striding and Springing
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Wondrous, Uncommon, Minor. Requires Attunement. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Rare, Major. 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 two mirror image spells in it. 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.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Wondrous Item, Uncommon, Minor. 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.
Stone of Good Luck ( Luckstone )
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Rare, Major. Requires Attunement. You gain a +1 bonus to AC and saving throws while wearing this ring.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pipes of the Sewes | uncommon | DDEX3-6 No Foolish Matter | Show | |||
Notes:
wondrous item, Instrument, major tier, uncommon (requires attunement) Value/Weight: 2 lb. Details: These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.” 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 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. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Performance. Compose a Tune. Musical Instrument |
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Cloak of Protection | uncommon | DDAL06-01 A Thousand Tiny Deaths | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Longbow +1 | uncommon | Purchase Log | Show | |||
Notes:
T2 Reward per S11 rules |
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Illuminator Tattoo | uncommon | DC-PoA-LEXI-01 Don't Wake Yeti | Show | |||
Belt of Hill Giant Strength | rare | Trade Log | Show | |||
Rapier +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (rapier), uncommon This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs. You have a +1 bonus to attack and damage rolls made with this magic weapon. DDEX03-02 Shackles of Blood |
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Figurine of Wondrous Power - Silver Ravens | uncommon | Trade Log | Show | |||
Notes:
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, figurine allows you to cast the animal messenger spell on it at will. |
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Half Plate of Poison Resistance | rare | Trade Log | Show | |||
Notes:
Armor (half plate), rare (requires attunement) This non-metal half plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds. You have resistance to poison damage while you wear this armor. DDEX3-11 The Quest for Sporedome |
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Sun Blade | rare | Trade Log | Show | |||
Notes:
The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. This sun blade has held many names over the years, including Sunlight's Wrath and Shar's Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night. |
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Goggles of Night | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon |
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Saddle of the Cavalier | uncommon | Trade Log | Show | |||
Notes:
Player. reb_far#7739 |
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Boots of the Winterlands | uncommon | Trade Log | Show | |||
Notes:
Requires Attunement These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: • You have resistance to cold damage. • You ignore difficult terrain created by ice or snow. • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. |
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Broom of Flying | uncommon | Trade Log | Show | |||
Notes:
Player: Rob F |
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Blackrazor | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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Wave | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Wondrous, Uncommon, Minor. Requires Attunement. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Rare, Major. 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 two mirror image spells in it. 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. |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Wondrous Item, Uncommon, Minor. 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. |
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Stone of Good Luck ( Luckstone ) | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Rare, Major. Requires Attunement. You gain a +1 bonus to AC and saving throws while wearing this ring. |