Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP 00-01 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.
☐ (L/AT) Ring of Earth Elemental Command
legendary
DDEP-DRW02 Wings of Death (T4)
DDEP-DRW02 Wings of Death (T4)
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you.
In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.
(This item is available only to tier 4 characters.)
☐ (VR/AT) Spellguard Shield
very_rare
DDEP-DRW02 Wings of Death (T4)
DDEP-DRW02 Wings of Death (T4)
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
☐ (VR/AT) Ring of Telekinesis
very_rare
DDHC-CM Kandlekeep Dekonstruktion
DDHC-CM Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
☐ (VR/AT) Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
Trade Log
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
☐ (L/AT) Blackrazor
legendary
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
☐ (R) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
🏲 (U) Blessing of Protection
unique
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
☐ (R/AT) Armor of Vulnerability (slashing)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ (R/AT) Ring of Spell Storing
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Requires Attunement
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 1d6 - 1 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 spell 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.
☐ (UC) Goggles of Night
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
☐ (R) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
Trade Log
Show
☐ (UC/AT) Stone of good Luck
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
Trade Log
Show
Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
☐ (VR/AT) Cloak of Arachnida
very_rare
DDHC-TOA-10 The Ruins of Hisari
DDHC-TOA-10 The Ruins of Hisari
Show
Notes:
Wondrous Item, very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.
☐ (UC) Adamantine Plate
uncommon
DDHC-TOA-10 The Ruins of Hisari
DDHC-TOA-10 The Ruins of Hisari
Show
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
🗹 (L/AT) Greater Silver Sword
legendary
PO-BK-1-08 - Dark Side of the Rune
PO-BK-1-08 - Dark Side of the Rune
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage.
In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
☐ (UC) Bag of Tricks (Tan)
uncommon
Season 11 Service Rewards
Trade Log
Show
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an Action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is friendly to you and your Companions, and it acts on Your Turn. You can use a bonus Action to Command how the creature moves and what Action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.
Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.
Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
5 Black Bear
6 Giant Weasel
7 Giant hyena
8 Tiger
☐ (R) Bag of Beans (11 Beans)
rare
SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em
Trade Log
Show
Notes:
Wondrous item, rare
Inside this heavy cloth bag are 11 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 1d6 + 6 shriekers sprout.
51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 A hungry bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.
00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic) | unique | DDEP00 The Red War | DDEP 00-01 The Red War | Show | ||
Notes:
Epic boon, unique You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic. |
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☐ (L/AT) Ring of Earth Elemental Command | legendary | DDEP-DRW02 Wings of Death (T4) | DDEP-DRW02 Wings of Death (T4) | Show | ||
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay. (This item is available only to tier 4 characters.) |
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☐ (VR/AT) Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death (T4) | DDEP-DRW02 Wings of Death (T4) | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds. |
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☐ (VR/AT) Ring of Telekinesis | very_rare | DDHC-CM Kandlekeep Dekonstruktion | DDHC-CM Kandlekeep Dekonstruktion | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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☐ (VR/AT) Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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☐ (L/AT) Blackrazor | legendary | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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☐ (R) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
🏲 (U) Blessing of Protection | unique | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
You gain a +1 bonus to AC and saving throws. |
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☐ (R/AT) Armor of Vulnerability (slashing) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Requires Attunement 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 1d6 - 1 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 spell 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. |
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☐ (UC) Goggles of Night | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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☐ (R) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | Trade Log | Show | ||
☐ (UC/AT) Stone of good Luck | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | Trade Log | Show | ||
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
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☐ (VR/AT) Cloak of Arachnida | very_rare | DDHC-TOA-10 The Ruins of Hisari | DDHC-TOA-10 The Ruins of Hisari | Show | ||
Notes:
Wondrous Item, very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
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☐ (UC) Adamantine Plate | uncommon | DDHC-TOA-10 The Ruins of Hisari | DDHC-TOA-10 The Ruins of Hisari | Show | ||
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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🗹 (L/AT) Greater Silver Sword | legendary | PO-BK-1-08 - Dark Side of the Rune | PO-BK-1-08 - Dark Side of the Rune | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability) This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. |
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☐ (UC) Bag of Tricks (Tan) | uncommon | Season 11 Service Rewards | Trade Log | Show | ||
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. Tan Bag of Tricks |
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☐ (R) Bag of Beans (11 Beans) | rare | SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em | Trade Log | Show | ||
Notes:
Wondrous item, rare Inside this heavy cloth bag are 11 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. d100 Effect |