Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

13 - Greater Retoration, 17 - Branding Smite, 4 - Bless, 14 - Greater Restoration, 6 - Bless, 10 - Lesser Restoration

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

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

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.

Ring of Shooting Stars very_rare PO-BK1-06 Beyond the Starry Veil Show
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.

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.

Shadowsong - Oathbow very_rare Trade Log Show
Notes:

Shadowsong (Oathbow)
Weapon (longbow), very rare (requires attunement by a ranger)

Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans.

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

DDEX3-7 Herald of the Moon

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.

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.

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.

Unlocked Magic Items