Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Boots of Winterlands
uncommon
DDAL00-05 Winter’s Splendor
Show
Notes:
Wondrous Item, uncommon (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.
Boots of False Tracks
common
CCC-FCC-001 - Isle of Moss
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.
Pearl of Power
uncommon
DDAL07-05 Whispers in the Dark
Show
Notes:
Requires Attunement by a Spellcaster
While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.
This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in its mouth. While attuned to the pearl, the wearer’s dreams are consumed by a pair of yellow, serpentine eyes staring from fathomless darkness.
Battleaxe +1
uncommon
Purchase Log
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Wave
legendary
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
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.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Type : Slashing
Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).
Boots of Striding and Springing
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Wondrous item, uncommon (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
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.
+1 Chain Mail
rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
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.
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them.
Ring of Evasion
rare
Trade Log
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
Staff of Swarming Insects
rare
DDEX3-3 The Occupation of Szith Morcane
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged
spiders with gossamer wings.
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
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: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Ring of Protection
rare
DDEX3-15 Szith Morcane Unbound
Show
Notes:
Ring, rare (requires attunement)
This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured and over confident.
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Boots of Winterlands | uncommon | DDAL00-05 Winter’s Splendor | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: |
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Boots of False Tracks | common | CCC-FCC-001 - Isle of Moss | 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. |
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Pearl of Power | uncommon | DDAL07-05 Whispers in the Dark | Show | |||
Notes:
Requires Attunement by a Spellcaster While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn. This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in its mouth. While attuned to the pearl, the wearer’s dreams are consumed by a pair of yellow, serpentine eyes staring from fathomless darkness. |
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Battleaxe +1 | uncommon | Purchase Log | Show | |||
Notes:
Weapon (battleaxe), uncommon You have a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. |
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Wave | legendary | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
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. |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance). |
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Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Wondrous item, uncommon (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 | 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. |
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+1 Chain Mail | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
You have a +1 bonus to AC while wearing this armor. |
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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. |
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Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them. |
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Ring of Evasion | rare | Trade Log | Show | |||
Notes:
Ring, rare (requires attunement) This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead. |
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Staff of Swarming Insects | rare | DDEX3-3 The Occupation of Szith Morcane | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. |
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Ring of Protection | rare | DDEX3-15 Szith Morcane Unbound | Show | |||
Notes:
Ring, rare (requires attunement) This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured and over confident. |