Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Wave
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Wave
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.
Manual of Bodily Health
very_rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Manual of Quickness of Action
very_rare
Trade Log
Show
Tome of Clear Thought
very_rare
Trade Log
Show
Efreeti Bottle (Necrotic, Force, Psychic)
very_rare
Trade Log
Show
Quaryls Codex (Tome of the Stilled Tongue
legendary
DDAL00-02F The Definition of Heroism
Show
Notes:
Wondrous Item, legendary (requires attunement by a wizard)
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
This item can be found in the Dungeon Master’s Guide.
Robe of the Archmagi (Grey)
legendary
Trade Log
Show
Efreeti Bottle (Bludgeoning, Piercing, Slashing)
very_rare
Trade Log
Show
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff of the Magi
Quarterstaff, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
Table I
Weight: 4 lbs.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties.
It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 20, the staff regains 1d12+1 charges.
Spell Absorption:
While holding the staff, you have advantage on saving throws against spells.
In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.
However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells:
While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:
conjure elemental (7 charges)
dispel magic (3 charges)
fireball (7th-level version, 7 charges)
flaming sphere (2 charges)
ice storm (4 charges)
invisibility (2 charges)
knock (2 charges)
lightning bolt (7th-level version, 7 charges)
passwall (5 charges)
plane shift (7 charges)
telekinesis (5 charges)
wall of fire (4 charges)
web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges:
arcane lock
detect magic
enlarge/reduce
light
mage hand
protection from evil and good.
Retributive Strike:
You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike.
The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion.
If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff.
Every other creature in the area must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table.
On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process.
Ioun Stone of Mastery
legendary
DDAL00-11f Twice as Nice for Half the Price
Show
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head.
Rod of Lordly Might
legendary
DDHC-DMM Dungeon of the Mad Mage
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
Wave | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Wave 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. |
||||||
Manual of Bodily Health | very_rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Tome of Clear Thought | very_rare | Trade Log | Show | |||
Efreeti Bottle (Necrotic, Force, Psychic) | very_rare | Trade Log | Show | |||
Quaryls Codex (Tome of the Stilled Tongue | legendary | DDAL00-02F The Definition of Heroism | Show | |||
Notes:
Wondrous Item, legendary (requires attunement by a wizard) This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. This item can be found in the Dungeon Master’s Guide. |
||||||
Robe of the Archmagi (Grey) | legendary | Trade Log | Show | |||
Efreeti Bottle (Bludgeoning, Piercing, Slashing) | very_rare | Trade Log | Show | |||
Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Staff of the Magi Weight: 4 lbs. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 20, the staff regains 1d12+1 charges. Spell Absorption: While holding the staff, you have advantage on saving throws against spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges) arcane lock You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. |
||||||
Ioun Stone of Mastery | legendary | DDAL00-11f Twice as Nice for Half the Price | Show | |||
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head. |
||||||
Rod of Lordly Might | legendary | DDHC-DMM Dungeon of the Mad Mage | Show |