Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Arcane Grimoire +1
uncommon
Purchase Log
Show
Notes:
T2 item reward
Arcane Grimoire +3
very_rare
Trade Log
Show
Notes:
This book holds all of the archfey Ananeira’s research notes about the cosmos. The pages are black, and whatever is written on it shines like stars. On its cover is a raw moonstone crystal that shines when the light hits it. Holding it makes you more aware of your surroundings and place in the universe, and among the stars. It provides a +2 to your Initiative bonus.
Blackrazor
common
DDHC-TYP Tales from the Yawning Portal : White Plume Mountain
Show
Blessing of Protection
common
DDHC-TYP Tales from the Yawning Portal : White Plume Mountain
Show
Boots of Striding and Springing
uncommon
CCC-GHC-BK2-05 Finglebruggle's Phantomball Field
Show
Bracers of Defense
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Bracers of Defense
rare
WBW-DC-IDL-2 Two for Flinching
Show
Notes:
Embroidered in Sylvan along the cuff of these bracers is the couting rhyme:
One for Sorrow, Two for Morth.
Three for a Funeral, Four for Birth.
Five for Heaven, Six for Hell.
Seven for the Devil, His Own Self.
When turned upside down, the rhyme instead reads :
One for Sorry, Two for Joy.
Three for a Girl, Four for Boy.
Five for Silver, Six for Gold.
Seen for a Secret Never to be Told.
These bracers have the harmonious minor propertl. Attuning to this item takes only 1 minute.
Catmon Cards - Deck of Illusions
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. This deck has 15 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide.
Cloak of Many Fasions
common
DC-WBW-BIRE-06
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in the Xanathar’s Guide to Everything.
This cloak is unbreakable and cannot be torn, ripped, or be destroyed unless the original creator destroys it themselves. The original creator’s name has been lost in the annals of time.
Dagger of Venom
rare
Trade Log
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 DC15 Constitution saving throw or take 2d10 poison damage and be poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
Emerald Pen
uncommon
Trade Log
Show
Ghost Step Tattoo ( Harmonious )
very_rare
SJ-DC-NOS-01 Terminal Velocity
Show
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal : White Plume Mountain
Show
Great Jackdaw Beak ( Silver Horn of Valhalla )
rare
WBW-DC-IDL-03 Three for Free
Show
Notes:
This item has the War Leader minor property. The bearer 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.
This horn is made out of a giant jackdaw’s beak. The berserkers summoned by this horn are echoes of TOM’s victims and have no discernable features.
Horn of Silent Alarm
common
SJ-DC-NOS-01 Terminal Velocity
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Language : Abyssal
Horn of Valhalla ( Silver )
rare
DC-WBW-BIRE-07 : Convergence and Culmination
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
When this saxophone of Valhalla is used to summon warrior spirits, the berserkers wield s-axe-ophones rather than their regular greataxes (no mechanical difference). Also, while wielding the saxophone, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.
Illuminator's Tattoo
common
DC-WBW-BIRE-05: Convalescence and Contagion
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
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.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
When using the Magical Scribing portion of this tattoo you experience harmless flashes of pain. This item is found in the Tasha’s Cauldron of Everything.
Immolator's Domain ( Frost Brand Greatsword w/ Guardian )
very_rare
SJ-DC-TBS-02 Infernal Immolators
Show
Notes:
Weapon (greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Blue freezing flames slowly burst and engulf the weapon’s body, extinguishing all sources of non magical fire within 30 feet of its wielder, except for itself.
Ioun Stone of Fortitude
very_rare
DDEP06-02 Return to White Plume
Show
Notes:
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Iron Bands of Bilarro
rare
DDAL-DRW-01 Breaking Umberlee's Resolve
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Arcane Grimoire +1 | uncommon | Purchase Log | Show | |||
Notes:
T2 item reward |
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Arcane Grimoire +3 | very_rare | Trade Log | Show | |||
Notes:
This book holds all of the archfey Ananeira’s research notes about the cosmos. The pages are black, and whatever is written on it shines like stars. On its cover is a raw moonstone crystal that shines when the light hits it. Holding it makes you more aware of your surroundings and place in the universe, and among the stars. It provides a +2 to your Initiative bonus. |
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Blackrazor | common | DDHC-TYP Tales from the Yawning Portal : White Plume Mountain | Show | |||
Blessing of Protection | common | DDHC-TYP Tales from the Yawning Portal : White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | CCC-GHC-BK2-05 Finglebruggle's Phantomball Field | Show | |||
Bracers of Defense | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Bracers of Defense | rare | WBW-DC-IDL-2 Two for Flinching | Show | |||
Notes:
Embroidered in Sylvan along the cuff of these bracers is the couting rhyme: |
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Catmon Cards - Deck of Illusions | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon This box contains a set of parchment cards. This deck has 15 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide. |
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Cloak of Many Fasions | common | DC-WBW-BIRE-06 | Show | |||
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in the Xanathar’s Guide to Everything. This cloak is unbreakable and cannot be torn, ripped, or be destroyed unless the original creator destroys it themselves. The original creator’s name has been lost in the annals of time. |
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Dagger of Venom | rare | Trade Log | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. |
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Emerald Pen | uncommon | Trade Log | Show | |||
Ghost Step Tattoo ( Harmonious ) | very_rare | SJ-DC-NOS-01 Terminal Velocity | Show | |||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal : White Plume Mountain | Show | |||
Great Jackdaw Beak ( Silver Horn of Valhalla ) | rare | WBW-DC-IDL-03 Three for Free | Show | |||
Notes:
This item has the War Leader minor property. The bearer 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. |
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Horn of Silent Alarm | common | SJ-DC-NOS-01 Terminal Velocity | Show | |||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Horn of Valhalla ( Silver ) | rare | DC-WBW-BIRE-07 : Convergence and Culmination | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. When this saxophone of Valhalla is used to summon warrior spirits, the berserkers wield s-axe-ophones rather than their regular greataxes (no mechanical difference). Also, while wielding the saxophone, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn. |
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Illuminator's Tattoo | common | DC-WBW-BIRE-05: Convalescence and Contagion | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. 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. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. When using the Magical Scribing portion of this tattoo you experience harmless flashes of pain. This item is found in the Tasha’s Cauldron of Everything. |
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Immolator's Domain ( Frost Brand Greatsword w/ Guardian ) | very_rare | SJ-DC-TBS-02 Infernal Immolators | Show | |||
Notes:
Weapon (greatsword), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Blue freezing flames slowly burst and engulf the weapon’s body, extinguishing all sources of non magical fire within 30 feet of its wielder, except for itself. |
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Ioun Stone of Fortitude | very_rare | DDEP06-02 Return to White Plume | Show | |||
Notes:
Wondrous item, very rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. |
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Iron Bands of Bilarro | rare | DDAL-DRW-01 Breaking Umberlee's Resolve | Show |