Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Potion of Greater Healing
rare
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
☐ Spell Scroll of Haste
uncommon
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
☐ Seledang Bomoh (Mantle of Spell Resistance)
rare
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
☐ Spell Scroll of Dispel Magic
uncommon
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
☐ Once Was Solace (TALKING DOLL)
common
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
Notes:
Wondrous Item, Common (Requires Attunement)
This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. 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 you can set a 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. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.
☐ Scroll of Guiding Bolt
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
☐ Scroll of Mage Armor
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
- - (a piece of cured leather)
☐ Scroll of Command
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
☐ Scroll of Expeditious Retreat
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
☐ Scroll of Spider Climb
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
- - (a drop of bitumen and a spider)
☐ Quaal's Feather Token (Tree)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Wondrous Item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
d100 Feather Token
01-20 Anchor
21-35 Bird
36-50 Fan
51-65 Swan Boat
66-90 Tree
91-00 Whip
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable
☐ Elixir of Health (3 Doses)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
☐ Potion of Healing x2
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
☐ Shatterspike
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.
☐ Inflict Wounds (2nd level)
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
☐ Scroll of Knock
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
☐ Scroll of Faerie Fire
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
☐ Wand of Entangle
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
☐ Scroll of Cure Wounds (2nd level)
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
☐ Potion of Fire Breath
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Potion, uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Notes: Damage: Fire, Damage
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Greater Healing | rare | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
| ☐ Spell Scroll of Haste | uncommon | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
| ☐ Seledang Bomoh (Mantle of Spell Resistance) | rare | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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| ☐ Spell Scroll of Dispel Magic | uncommon | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
| ☐ Once Was Solace (TALKING DOLL) | common | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
|
Notes:
Wondrous Item, Common (Requires Attunement) |
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| ☐ Scroll of Guiding Bolt | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. |
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| ☐ Scroll of Mage Armor | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
|
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| ☐ Scroll of Command | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
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| ☐ Scroll of Expeditious Retreat | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. |
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| ☐ Scroll of Spider Climb | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
|
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| ☐ Quaal's Feather Token (Tree) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Wondrous Item, rare d100 Feather Token Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable |
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| ☐ Elixir of Health (3 Doses) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Healing x2 | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Shatterspike | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Weapon (longsword), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. |
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| ☐ Inflict Wounds (2nd level) | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. |
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| ☐ Scroll of Knock | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. |
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| ☐ Scroll of Faerie Fire | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. |
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| ☐ Wand of Entangle | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| ☐ Scroll of Cure Wounds (2nd level) | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
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| ☐ Potion of Fire Breath | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Potion, uncommon This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Notes: Damage: Fire, Damage |
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