Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Portable Hole
rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
Prospector’s Chronoglass (Periapt of Proof Against Poison)
rare
CCC-GAD01-03 Caught in Time
Show
Notes:
Wondrous Item, rare
This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry
This item can be found in Appendix 13.
Ring of Cold Resistance
rare
DDHC-MORD-03 To Wake the Leviathan
Show
Notes:
ring, major tier, rare (requires attunement)
You have resistance to cold damage while wearing this ring.
Ring of Invisibility
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Ring of Protection
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Ring of Regeneration
very_rare
SJ-DC-IS-01 Isekaispace I (Author's Only run)
Show
Ring of Resistance (Acid)
rare
DDHC-GOG-01 Giants of the Star Forge
Show
Notes:
Ring, rare (requires attunement)
A Medium or Small Humanoid can wear one of these rings like a bangle.
Ring of Shooting Stars
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Ring of Spell Storing (w/ flavor text)
rare
DDAL04-08 The Broken One
Show
Notes:
Ring, rare (requires attunement)
The ring appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change).
A character may attune to this item in 1 minute. Contains 1x Remove Curse.
Rinoa's Wedding Ring (Ring of Regeneration with Guardian Property)
very_rare
SJ-DC-ROTU-06 Return of the Unknown II
Show
Rod of Security
very_rare
DDAL00-01 Window to the Past (T3)
Show
Notes:
Rod, very rare
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you
and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows
display a dark and foreboding forest, and a tall spired castle can be seen through the gloom. After 24
hours, you and your allies return to the exact location you left though you may choose to leave earlier.
A description of this item can be found in the Dungeon Master’s Guide.
Rope of Entanglement
rare
Trade Log
Show
Notes:
Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Notes: Restrained, Control
Rope of Entanglement
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Shard of the Ise Rune
very_rare
DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path
Show
Notes:
Wondrous item, very rare (requires attunement)
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Shield of Missile Attraction
common
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Resistance: Ranged Attacks, Warding, Cursed
Shortsword +2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Snurre's Cape.
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage.
Staff of Moon Dance (Staff of Striking with the Beacon property)
very_rare
SJ-DC-PANDORA-JWEI-01
Show
Notes:
Flavor: The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Portable Hole | rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. |
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Prospector’s Chronoglass (Periapt of Proof Against Poison) | rare | CCC-GAD01-03 Caught in Time | Show | |||
Notes:
Wondrous Item, rare This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry This item can be found in Appendix 13. |
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Ring of Cold Resistance | rare | DDHC-MORD-03 To Wake the Leviathan | Show | |||
Notes:
ring, major tier, rare (requires attunement) You have resistance to cold damage while wearing this ring. |
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Ring of Invisibility | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Ring of Protection | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Ring of Regeneration | very_rare | SJ-DC-IS-01 Isekaispace I (Author's Only run) | Show | |||
Ring of Resistance (Acid) | rare | DDHC-GOG-01 Giants of the Star Forge | Show | |||
Notes:
Ring, rare (requires attunement) A Medium or Small Humanoid can wear one of these rings like a bangle. |
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Ring of Shooting Stars | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Ring of Spell Storing (w/ flavor text) | rare | DDAL04-08 The Broken One | Show | |||
Notes:
Ring, rare (requires attunement) The ring appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute. Contains 1x Remove Curse. |
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Rinoa's Wedding Ring (Ring of Regeneration with Guardian Property) | very_rare | SJ-DC-ROTU-06 Return of the Unknown II | Show | |||
Rod of Security | very_rare | DDAL00-01 Window to the Past (T3) | Show | |||
Notes:
Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you A description of this item can be found in the Dungeon Master’s Guide. |
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Rope of Entanglement | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Notes: Restrained, Control |
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Rope of Entanglement | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Shard of the Ise Rune | very_rare | DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. |
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Shield of Missile Attraction | common | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Armor (shield), rare (requires attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. Notes: Resistance: Ranged Attacks, Warding, Cursed |
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Shortsword +2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Snurre's Cape. | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage. |
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Staff of Moon Dance (Staff of Striking with the Beacon property) | very_rare | SJ-DC-PANDORA-JWEI-01 | Show | |||
Notes:
Flavor: The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light. |