Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
🗹 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.
☐ (C/AT) Dark Shard Amulet
common
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
- You can use the amulet as a spellcasting focus for your warlock spells.
- You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
🗹 (C/AT) Mace-Torch
common
Out of the Abyss - Chapter 2 - Oozing Temple - Glabbagool
Trade Log
Show
Notes:
Weapon (Mace), common (requires attunement)
The mace is a common magic item. While attuned to the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is "lit," it glows as brightly as a torch and deals an extra 1 fire damage on a hit.
🗹 (C) Cloak of Billowing
common
WBW-DC-TCW-AVG-1 Missing Yeux
WBW-DC-TCW-AVG-1 Missing Yeux
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
🗹 (C) Shield of Expression
common
CCC-GLIP-01-02 Beneath Glip Dak
Trade Log
Show
Notes:
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
☐ (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) Boots of Levitation
rare
DDAL10-08 Volatile Thoughts
DDAL10-08 Volatile Thoughts
Show
Notes:
Wondrous item, rare (requires attunement)
These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
☐ (R/AT) Bracers of Defense
rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
☐ (R/AT) Cli Lyre
rare
DDHC-CM The Curious Tale of Wisteria Vale
DDHC-CM The Curious Tale of Wisteria Vale
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
🗹 (R/AT) Necklace of Prayer Beads (2, 4, 7, 13, 14, 16)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Requires Attunement by a Cleric, Druid, or Paladin
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 — Bead Name — Spell:
1-6 — Blessing — Bless
7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration
13-16 — Favor — Greater Restoration
17-18 — Smiting — Branding Smite
19 — Summons — Planar Ally
20 — Wind walking — Wind Walk
☐ (R/AT) Ring of Evasion
rare
DDAL-DRW-16 Uprising
DDAL-DRW-16 Uprising
Show
Notes:
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
☐ (R/AT) Ring of Protection
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
☐ (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.
(R/AT) Staff of Charming
rare
DDEX2-2_Embers of Elmwood
Trade Log
Show
Notes:
Rare, Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
☐ (R) Chain Mail +1
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
☐ (R) Mace of Smiting
rare
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Weapon (mace), rare
This mace is fashioned from a single piece of obsidian.
The following phrase is inscribed over and over in Draconic around the mace’s haft:
“Those willing to deny themselves the radiance of the stars
would be better to pluck out their eyes
and cast them away.”
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct.
If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
☐ (R) Portable Hole
rare
DDAL-DRW-17 Expedition to the Supreme Forge
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
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.
☐ (UC) Googles of the 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.
☐ (UC) Heavy Crossbow +1
uncommon
Player's Guide
Creation
Show
Notes:
Weapon (crossbow, heavy), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
🗹 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. |
||||||
☐ (C/AT) Dark Shard Amulet | common | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
|
||||||
🗹 (C/AT) Mace-Torch | common | Out of the Abyss - Chapter 2 - Oozing Temple - Glabbagool | Trade Log | Show | ||
Notes:
Weapon (Mace), common (requires attunement) The mace is a common magic item. While attuned to the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is "lit," it glows as brightly as a torch and deals an extra 1 fire damage on a hit. |
||||||
🗹 (C) Cloak of Billowing | common | WBW-DC-TCW-AVG-1 Missing Yeux | WBW-DC-TCW-AVG-1 Missing Yeux | Show | ||
Notes:
Wondrous Item, common |
||||||
🗹 (C) Shield of Expression | common | CCC-GLIP-01-02 Beneath Glip Dak | Trade Log | Show | ||
Notes:
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression. |
||||||
☐ (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). |
||||||
☐ (R/AT) Boots of Levitation | rare | DDAL10-08 Volatile Thoughts | DDAL10-08 Volatile Thoughts | Show | ||
Notes:
Wondrous item, rare (requires attunement) These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. While you wear these boots, you can use an action to cast the levitate spell on yourself at will. |
||||||
☐ (R/AT) Bracers of Defense | rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
Notes:
Wondrous Item, Rare (Requires Attunement) These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
☐ (R/AT) Cli Lyre | rare | DDHC-CM The Curious Tale of Wisteria Vale | DDHC-CM The Curious Tale of Wisteria Vale | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
||||||
🗹 (R/AT) Necklace of Prayer Beads (2, 4, 7, 13, 14, 16) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Requires Attunement by a Cleric, Druid, or Paladin This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 — Bead Name — Spell: 1-6 — Blessing — Bless 7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration 13-16 — Favor — Greater Restoration 17-18 — Smiting — Branding Smite 19 — Summons — Planar Ally 20 — Wind walking — Wind Walk |
||||||
☐ (R/AT) Ring of Evasion | rare | DDAL-DRW-16 Uprising | DDAL-DRW-16 Uprising | Show | ||
Notes:
Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
||||||
☐ (R/AT) Ring of Protection | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
||||||
☐ (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. |
||||||
(R/AT) Staff of Charming | rare | DDEX2-2_Embers of Elmwood | Trade Log | Show | ||
Notes:
Rare, Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
||||||
☐ (R) Chain Mail +1 | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
☐ (R) Mace of Smiting | rare | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
Notes:
Weapon (mace), rare This mace is fashioned from a single piece of obsidian. The following phrase is inscribed over and over in Draconic around the mace’s haft: “Those willing to deny themselves the radiance of the stars would be better to pluck out their eyes and cast them away.” You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. |
||||||
☐ (R) Portable Hole | rare | DDAL-DRW-17 Expedition to the Supreme Forge | DDAL-DRW-17 Expedition to the Supreme Forge | Show | ||
Notes:
Wondrous Item, Rare The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
||||||
☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
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. |
||||||
☐ (UC) Googles of the 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. |
||||||
☐ (UC) Heavy Crossbow +1 | uncommon | Player's Guide | Creation | Show | ||
Notes:
Weapon (crossbow, heavy), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |