Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
🗹 (VR) Tome of Clear Thought
very_rare
Tales from the Yawning Portal - Chapter 6: Against the Giants
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Notes:
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
🗹 (VR) Manual of Bodily Health
very_rare
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Notes:
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ (R) Mace of Smiting
rare
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Weapon (mace), rare
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.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
🗹 (L) Red Wizard Blade
legendary
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Weapon (Dagger), Legendary
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
☐ (R/AT) Kagonesti Forest Shroud
rare
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Wondrous Item, Rare (Requires Attunement)
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.
☐ (UC) Wildspace Orrery
uncommon
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Wondrous item, uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.
☐ (R/AT) Half-Plate of Radiant Resistance
rare
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Armor (Half-Plate), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.
☐ (R/AT) Mantle of Spell Resistance
rare
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Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ (R/AT) Gem of Seeing
rare
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Notes:
Wondrous item, rare (requires attunement)
This gem has 3 Charges. As an Action, you can speak the gem’s Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended Charges daily at dawn.
🗹 (R) Dragon Slayer Greatsword
rare
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Weapon (Greatsword), rare
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.
🗹 (UC) Googles of Night
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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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/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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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-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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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.
🏲 (U) Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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Notes:
You gain a +1 bonus to AC and saving throws.
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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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) Glaive +2
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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Notes:
Weapon (Glaive), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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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/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
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Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
🗹 (VR/AT) Staff of Power
very_rare
DDHC-RotF - Chapter 7: Doom of Ythryn
Trade Log
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Notes:
Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges.
Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
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
🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP00 The Red War
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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.
Name | Rarity | Location ▼ | Table | Result | Source | |
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🗹 (VR) Tome of Clear Thought | very_rare | Tales from the Yawning Portal - Chapter 6: Against the Giants | Assign Service Reward | Show | ||
Notes:
Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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🗹 (VR) Manual of Bodily Health | very_rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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☐ (R) Mace of Smiting | rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Weapon (mace), rare 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. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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🗹 (L) Red Wizard Blade | legendary | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Weapon (Dagger), Legendary Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell. |
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☐ (R/AT) Kagonesti Forest Shroud | rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous Item, Rare (Requires Attunement) This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn. |
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☐ (UC) Wildspace Orrery | uncommon | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous item, uncommon |
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☐ (R/AT) Half-Plate of Radiant Resistance | rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Armor (Half-Plate), rare (requires attunement) You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below. |
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☐ (R/AT) Mantle of Spell Resistance | rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous Item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. |
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☐ (R/AT) Gem of Seeing | rare | Season 11 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 Charges. As an Action, you can speak the gem’s Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended Charges daily at dawn. |
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🗹 (R) Dragon Slayer Greatsword | rare | Season 11 Service Rewards | Assign Service Reward | Show | ||
Notes:
Weapon (Greatsword), rare When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns. |
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🗹 (UC) Googles of Night | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - 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/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - 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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🏲 (U) Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | DDHC-TYP - 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-TYP - White Plume Mountain | DDHC-TYP - 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) Glaive +2 | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Weapon (Glaive), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - 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. |
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☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | 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) Staff of Power | very_rare | DDHC-RotF - Chapter 7: Doom of Ythryn | Trade Log | Show | ||
Notes:
Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges. Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). 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 |
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🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic) | unique | DDEP00 The Red War | DDEP00 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. |