Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Wand of Entangle
uncommon
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.
☐ Saddle of the Cavalier
uncommon
Service Hours Awarded
Show
Notes:
Wondrous Item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Notes: Can't be Dismounted Against Your Will, Movement, Warding
☐ Gauntlets of Ogre Power
common
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 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
☐ Alchemist's Fire (flask) x2
common
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Type: Adventuring Gear Cost: 50 gp Weight: 1 lb
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
☐ SmokePowder
uncommon
Trade Log
Show
Notes:
SMOKEPOWDER Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert.
☐ Quaal's Feather Token (Tree)
common
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.
ROLL TABLE TO VTT
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.
☐ Scroll of Cure Wounds (2nd level)
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Potion of Healing x2
common
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Elixir of Health (3 Doses)
uncommon
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.
☐ Night Caller
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
☐ Shatterspike
uncommon
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.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Buff, Combat, Versatile
☐ Decanter of Endless Water
uncommon
CCC-GHC-BK2-02 The Folly of Sneaky Simon
CCC-GHC-BK2-02 The Folly of Sneaky Simon
Show
☐ Boots of Striding and Springing (Shoes of the Glacial Walker)
uncommon
CCC-TRI-26 ROSE1-1 Touch the Stars
CCC-TRI-26 ROSE1-1 Touch the Stars
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.
☐ Scroll of Cause Fear
common
CCC-TRI-26 ROSE1-1 Touch the Stars
CCC-TRI-26 ROSE1-1 Touch the Stars
Show
☐ Potion of Healing
common
CCC-TRI-26 ROSE1-1 Touch the Stars
CCC-TRI-26 ROSE1-1 Touch the Stars
Show
☐ Shadowneedle (Unbreakable Arrow)
common
CCC-TRI-26 ROSE1-1 Touch the Stars
CCC-TRI-26 ROSE1-1 Touch the Stars
Show
Notes:
This arrow can’t be broken, except when it is within an antimagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
☐ Potion of Healing
common
CCC-WWC-01 In the Face of Fear
CCC-WWC-01 In the Face of Fear
Show
☐ Trident of Fish Command
uncommon
CCC-WWC-02 Dark Waters of Hate
Trade Log
Show
Notes:
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Bag of Holding
uncommon
DC-SAC-07 Haunting in Gloomwood Cemetary
DC-SAC-07 Haunting in Gloomwood Cemetary
Show
Notes:
Bag of Holding
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 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.
This tattered black bag seems to absorb the light around it, making it difficult to discern its exact shape. The fabric is rough to the touch, woven from a strange, shadowy material that shifts and moves like living smoke. Arcane symbols are faintly visible, etched in a dark, blood-red thread along the edges of the bag. A faint, eerie whisper emanates from within, as if the bag itself is filled with the echoes of forgotten souls. Despite its worn appearance, the bag is unnaturally heavy, as though it carries the weight of the necromancer’s dark deeds.
This bag of holding has the Language minor property, granting the bearer the ability to speak and understand Netherese while on the bearer’s person.
☐ Potion of Greater Healing
uncommon
DC-SAC-07 Haunting in Gloomwood Cemetary
DC-SAC-07 Haunting in Gloomwood Cemetary
Show
Notes:
Potion, uncommon
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Wand of Entangle | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
Wand, uncommon (requires attunement by a spellcaster) 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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| ☐ Saddle of the Cavalier | uncommon | Service Hours Awarded | Show | |||
|
Notes:
Wondrous Item, uncommon Notes: Can't be Dismounted Against Your Will, Movement, Warding |
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| ☐ Gauntlets of Ogre Power | common | Trade Log | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Set: Strength Score, Buff, Handwear |
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| ☐ Alchemist's Fire (flask) x2 | common | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
Type: Adventuring Gear Cost: 50 gp Weight: 1 lb |
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| ☐ SmokePowder | uncommon | Trade Log | Show | |||
|
Notes:
SMOKEPOWDER Wondrous item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. |
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| ☐ Quaal's Feather Token (Tree) | common | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
Wondrous Item, rare ROLL TABLE TO VTT 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. |
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| ☐ Scroll of Cure Wounds (2nd level) | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
| ☐ Potion of Healing x2 | common | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
| ☐ Elixir of Health (3 Doses) | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
Potion, rare |
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| ☐ Night Caller | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. |
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| ☐ Shatterspike | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
|
Notes:
Weapon (longsword), uncommon (requires attunement) Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Buff, Combat, Versatile |
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| ☐ Decanter of Endless Water | uncommon | CCC-GHC-BK2-02 The Folly of Sneaky Simon | CCC-GHC-BK2-02 The Folly of Sneaky Simon | Show | ||
| ☐ Boots of Striding and Springing (Shoes of the Glacial Walker) | uncommon | CCC-TRI-26 ROSE1-1 Touch the Stars | CCC-TRI-26 ROSE1-1 Touch the Stars | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Scroll of Cause Fear | common | CCC-TRI-26 ROSE1-1 Touch the Stars | CCC-TRI-26 ROSE1-1 Touch the Stars | Show | ||
| ☐ Potion of Healing | common | CCC-TRI-26 ROSE1-1 Touch the Stars | CCC-TRI-26 ROSE1-1 Touch the Stars | Show | ||
| ☐ Shadowneedle (Unbreakable Arrow) | common | CCC-TRI-26 ROSE1-1 Touch the Stars | CCC-TRI-26 ROSE1-1 Touch the Stars | Show | ||
|
Notes:
This arrow can’t be broken, except when it is within an antimagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver. |
||||||
| ☐ Potion of Healing | common | CCC-WWC-01 In the Face of Fear | CCC-WWC-01 In the Face of Fear | Show | ||
| ☐ Trident of Fish Command | uncommon | CCC-WWC-02 Dark Waters of Hate | Trade Log | Show | ||
|
Notes:
Weapon (trident), uncommon (requires attunement) Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Bag of Holding | uncommon | DC-SAC-07 Haunting in Gloomwood Cemetary | DC-SAC-07 Haunting in Gloomwood Cemetary | Show | ||
|
Notes:
Bag of Holding 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 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. This tattered black bag seems to absorb the light around it, making it difficult to discern its exact shape. The fabric is rough to the touch, woven from a strange, shadowy material that shifts and moves like living smoke. Arcane symbols are faintly visible, etched in a dark, blood-red thread along the edges of the bag. A faint, eerie whisper emanates from within, as if the bag itself is filled with the echoes of forgotten souls. Despite its worn appearance, the bag is unnaturally heavy, as though it carries the weight of the necromancer’s dark deeds. This bag of holding has the Language minor property, granting the bearer the ability to speak and understand Netherese while on the bearer’s person. |
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| ☐ Potion of Greater Healing | uncommon | DC-SAC-07 Haunting in Gloomwood Cemetary | DC-SAC-07 Haunting in Gloomwood Cemetary | Show | ||
|
Notes:
Potion, uncommon |
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