Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Glamoured Studded Leather rare DDAL4-09 The Tempter Trade Log Show
Notes:

Dale B. DCI #4113553798
(A) While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's Command Word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.

Potion of Climbing common Purchased Potion of Climbing from WAKANGA O TAMU(UC)(-80gp) DDHC-TOA-1 Tomb of Annihilation Show
Notes:

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Water Breathing uncommon Purchased Potion of Water Breathing from WAKANGA O TAMU(UC)(-80gp) DDHC-TOA-1 Tomb of Annihilation Show
Notes:

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Ring of Spell Storing (A) rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain G 20 DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains ld6 - I levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast.
The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spel! determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Reaper
Mortificator Xai Class: Death
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other(Toll of the Dead).

Inescapable Destruction
Mortificator Xai Class: Death
Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Clockwork Amulet common Gathering Information DM reward XGtE Minor Items Gathering Information DM Quest Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Pearl of Power(A) uncommon DDHC-TYP Tales from the Yawning Portal-Against the Giants F 16 Trade Log Show
Notes:

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 was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

Cloak of Elvenkind(A) uncommon S8 Evergreen List F 16 Purchase Evergreen items Show
Notes:

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Wand of Paralysis(A) rare DDHC-TYP Tales from the Yawning Portal Against the Giants G Trade Log Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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.

Unlocked Magic Items

Name Rarity Tier Location Table Result Source
Boots of Striding and Springing (A) uncommon 1 DDHC-TYP Tales from the Yawning Portal White Plume Mountain F 16 DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

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.

Ring of Protection(A) rare 1 DDHC-TYP Tales from the Yawning Portal White Plume Mountain G 20 DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws while wearing this ring.

Trident of Warning (A) uncommon 2 DDEX02-03 The Drowned Tower F DDEX02-03 The Drowned Tower Show
Notes:

This magic trident warns you of danger. While the trident is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagica l sleep. The trident magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Potion of Fire Resistance uncommon 1 DDEX02-03 The Drowned Tower DDEX02-03 The Drowned Tower Show
Staff of the Magi(A) legendary 3 S8 Evergreen List I 24 Trade Log Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

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 and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.


Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff