Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Greatsword +1 uncommon Start Show
Iron Bands of Bilarro rare DDAL-DRW01 Breaking Umberlee’s Resolve Show
Notes:

This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.
A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Tloques' Berserker Axe common DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Notes:

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Concealed beneath the wrappings around the handle is a parchment containing the spells pass wall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains ld6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.

+1 longsword of the gardener uncommon DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Notes:

With a +2d6 vs plants

Gloves of Missile Snaring uncommon DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Notes:

These gloves seem to almost meld into your hands when you don them. When a ranged weapon Attack hits you while you’re wearing them, you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Bracelet of Rock Magic rare DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Notes:

While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast Flesh to Stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast Stone Shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against Flesh to Stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.

Amulet of Protection from Turning rare DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Notes:

While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.

Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.

Bracers of defense rare DDHC-TYP Tales from the Yawning Portal Tamoachan Show
Jeny’s Hairpin (Javelin of Warning) uncommon CCC-VOTE-01-01-A Small Trifle Show
Notes:

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of youcan’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.This item is found in the Dungeon Master’s Guide.

This magical javelin resembles a giant hairpin made of purple wood, with a fist-sized jet at its head. Players who have experienced “DDEX-01-08 Tales Trees Tell”recognize it as the same sort of item that pinned a villager to the town post, and may even recall it acts as a scrying sensor for Jeny Greenteeth. Warnings of danger come in Jeny’s voice, shouting that they should prepare for battle. Whether it is the weapon shouting or Jeny herself, it is hard to divine.The bearer feels a sense of distaste whenin contact with the item, and continues to sense discomfort while bearing it.

Emerald Eye (Ersatz Eye) common CCC-VOTE-01-01-A Small Trifle Show
Notes:

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.This item is found in Xanathar’s Guide to Everything.

This item resembles a jelly-filled natural eye with a vibrant green iris. In the presence of fey creatures, it glows faintly in this green when such creatures are within 120 feet of it. This glowing is noticeable to those gazing into the eyes of the wearer, and it distorts color in one field of vision for the wearerwhen glowing.

Unlocked Magic Items