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
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.
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
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.
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.
Cloak of Many Fashions
common
Heart of Glass Playtest
Show
Longsword +2
rare
Trade Log
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.
Cube of Force
rare
CCC-RPSG-03 Fenaria's Gambit
Show
Notes:
Wondrous item, rare
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains.
Cube of Force Faces
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or Item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
This ornate puzzle cube is carved from duskwood and polished to a shine.
The lateral faces are engraved with the likenesses of Fenaria's companions in Tymora's Smile, while the top bears the band’s crest and their pledge to be "Always together, never apart". The latter half of the band’s promise – "Though we are distant, we are connected in heart" – adorns the bottom face.
The likenesses whisper words of encouragement to the bearer whenever a surface is pressed, and the cube activated.
Additionally, the bearer can discern the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward if the words on the cube are spoken.
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.
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
Belt of Hill Giant Strength
rare
Trade Log
Show
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
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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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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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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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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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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Cloak of Many Fashions | common | Heart of Glass Playtest | Show | |||
Longsword +2 | rare | Trade Log | 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. |
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Cube of Force | rare | CCC-RPSG-03 Fenaria's Gambit | Show | |||
Notes:
Wondrous item, rare This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4 This ornate puzzle cube is carved from duskwood and polished to a shine. The lateral faces are engraved with the likenesses of Fenaria's companions in Tymora's Smile, while the top bears the band’s crest and their pledge to be "Always together, never apart". The latter half of the band’s promise – "Though we are distant, we are connected in heart" – adorns the bottom face. The likenesses whisper words of encouragement to the bearer whenever a surface is pressed, and the cube activated. Additionally, the bearer can discern the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward if the words on the cube are spoken. |
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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. |
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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 |
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Belt of Hill Giant Strength | rare | Trade Log | Show | |||
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 |