Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Blessing of Wound Closure
common
FR-DC-Fall-01 Citadel of Ice
Show
Notes:
This blessing grants you the benefits of a Periapt of Wound Closure.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Moon-touched Shortsword
common
DC-POA-DES-05B Drive Our Ships to New Lands
Show
Notes:
Weapon (shortsword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This fey crafted blade features mithral construction, a blue metal weighing half the normal weight. The moon-touched shortsword gifted by the Prince of Frost is cold to the touch, lowering the temperature around it in a 5-foot radius. Icicles are continually forming and falling off the blade whenever it is unsheathed.
Jeny's Mark ( Masquerade Tattoo )
common
DC-PoA-DEX-05D
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.
Jeny's Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey.
"Lucius' Incense" Wand of Pyrotechnics
common
DC-PoA-TDG01-05 Curse of Slaad
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling nouse that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regians 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
A yellow-orange wand with a thin red handle. The burst of multi-colored light is accompanied by a crackling nouse that can be heard up to 300 feet away.
Dale Ranger Boots ( Boots of False Tracks ) - Quezalcoatlus
common
DC-PoA-TDG01-06 DALE RANGERS
Show
Notes:
Wondrous Item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. “These boots are colour coded and leave behind different animal tracks depending on the colour.”
Whelm
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
Talking Doll
common
SJ-DC-TST-02 Datu ( Chief )
Show
Notes:
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Pole of Collapsing
common
SJ-DC-IGC-ECP-01 Stoneheart
Show
Notes:
This pole is covered with Terran symbols for strength and while underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Blessing of Understanding
common
DDHC-KGV-13 Fire and Darkness
Show
Notes:
Wisdom Increased by 2
Stone of Good Luck ( Luckstone )
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Quiver of Elhonna
uncommon
Trade Log
Show
Bag of Holding
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Battleaxe +1
uncommon
Trade Log
Show
Quarterstaff +1
uncommon
Trade Log
Show
Gray Bag of Tricks
uncommon
DC-PoA-DEX-05D
Show
Notes:
This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
d8 Creature d8 Creature
1 Weasel 5 Panther
2 Giant rat 6 Giant badger
3 Badger 7 Dire wolf
4 Boar 8 Giant elk
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Dragonhide Belt +1
uncommon
Purchase Log
Show
G.O.A.T. Barding (Mithril Scale Barding)
uncommon
DC-PoA-TDG01-08 Mountains of Madness
Show
Notes:
Barding is armor designd to protect an animal's head, neck, chest, and body. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity ( Stealth ) checks or has a Strength Requirement, the Mirthral version of the armor doesn't.
"Light and Flexible armor of an intricate design with a motif of winter flora and fauna."
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Blessing of Wound Closure | common | FR-DC-Fall-01 Citadel of Ice | Show | |||
Notes:
This blessing grants you the benefits of a Periapt of Wound Closure. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Moon-touched Shortsword | common | DC-POA-DES-05B Drive Our Ships to New Lands | Show | |||
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This fey crafted blade features mithral construction, a blue metal weighing half the normal weight. The moon-touched shortsword gifted by the Prince of Frost is cold to the touch, lowering the temperature around it in a 5-foot radius. Icicles are continually forming and falling off the blade whenever it is unsheathed. |
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Jeny's Mark ( Masquerade Tattoo ) | common | DC-PoA-DEX-05D | 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. Jeny's Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. |
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"Lucius' Incense" Wand of Pyrotechnics | common | DC-PoA-TDG01-05 Curse of Slaad | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling nouse that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. |
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Dale Ranger Boots ( Boots of False Tracks ) - Quezalcoatlus | common | DC-PoA-TDG01-06 DALE RANGERS | Show | |||
Notes:
Wondrous Item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. “These boots are colour coded and leave behind different animal tracks depending on the colour.” |
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Whelm | 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 | |||
Talking Doll | common | SJ-DC-TST-02 Datu ( Chief ) | Show | |||
Notes:
Wondrous item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. |
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Pole of Collapsing | common | SJ-DC-IGC-ECP-01 Stoneheart | Show | |||
Notes:
This pole is covered with Terran symbols for strength and while underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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Blessing of Understanding | common | DDHC-KGV-13 Fire and Darkness | Show | |||
Notes:
Wisdom Increased by 2 |
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Stone of Good Luck ( Luckstone ) | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Quiver of Elhonna | uncommon | Trade Log | Show | |||
Bag of Holding | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Battleaxe +1 | uncommon | Trade Log | Show | |||
Quarterstaff +1 | uncommon | Trade Log | Show | |||
Gray Bag of Tricks | uncommon | DC-PoA-DEX-05D | Show | |||
Notes:
This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature |
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Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Dragonhide Belt +1 | uncommon | Purchase Log | Show | |||
G.O.A.T. Barding (Mithril Scale Barding) | uncommon | DC-PoA-TDG01-08 Mountains of Madness | Show | |||
Notes:
Barding is armor designd to protect an animal's head, neck, chest, and body. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity ( Stealth ) checks or has a Strength Requirement, the Mirthral version of the armor doesn't. |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show |