Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
DDAL05-16 Parnast Under Siege
Show
Notes:
(Wondrous Item, uncommon) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide. Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
☐ 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
☐ Potion of Healing
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ 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.
☐ Scroll of Expeditious Retreat
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Scroll of Faerie Fire
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Potion of Healing
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Vial of Anti-Toxin X2
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ 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
☐ 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.
☐ 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.
☐ Potion of Healing x2
common
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ Scroll of Cure Wounds (2nd level)
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
Show
☐ 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.
☐ 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.
☐ Pole of Collapsing
common
SJ-DC-DD-03 Castles in the Sand
SJ-DC-DD-03 Castles in the Sand
Show
Notes:
Wondrous Item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
☐ Brooch of Shielding
uncommon
SJ-DC-DD-03 Castles in the Sand
SJ-DC-DD-03 Castles in the Sand
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
☐ 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.
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | DDAL05-16 Parnast Under Siege | Show | ||
|
Notes:
(Wondrous Item, uncommon) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide. Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea. |
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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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| ☐ Potion of Healing | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
| ☐ 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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| ☐ Scroll of Expeditious Retreat | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
| ☐ Scroll of Faerie Fire | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
| ☐ Potion of Healing | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
| ☐ Vial of Anti-Toxin X2 | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
| ☐ 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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| ☐ 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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| ☐ Elixir of Health (3 Doses) | uncommon | 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 | Show | |||
| ☐ Scroll of Cure Wounds (2nd level) | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | Show | |||
| ☐ 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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| ☐ 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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| ☐ Pole of Collapsing | common | SJ-DC-DD-03 Castles in the Sand | SJ-DC-DD-03 Castles in the Sand | Show | ||
|
Notes:
Wondrous Item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. |
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| ☐ Brooch of Shielding | uncommon | SJ-DC-DD-03 Castles in the Sand | SJ-DC-DD-03 Castles in the Sand | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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| ☐ 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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