Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
☐ (UC/AT) Pearl of Power
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
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 have used the pearl, it can't be used again until the next dawn.
☐ (UC) Rapier +1
uncommon
DDHC-TYP Tales from the Yawning Portal - Forge of Fury
Trade Log
Show
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
🗹 (VR/AT) Scimitar of Speed
very_rare
Out of the Abyss - Chapter 15: The City of Spiders
Assign Service Reward
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, you can make one Attack with it as a bonus Action on each of your turns.
🗹 (UC/AT) Amulet of the Devout +1
uncommon
AL Player's Guide
Assign Service Reward
Show
Notes:
Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
Show
Notes:
Wondrous item, uncommon (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) Bag of Holding
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
☐ (UC) Mithral Half-Plate
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
☐ (R) Mace of Smiting
rare
DDAL08-07 - Into the Dark
DDAL08-07 - Into the Dark
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.
This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears.
🗹 (UC/AT) Brooch of Shielding
uncommon
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
☐ (R) Quaal’s feather token (anchor)
rare
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
☐ (UC/AT) Helm of Underwater Action (Dolphins)
uncommon
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
There are Dolphins jumping drawn on the helmet.
☐ (R/AT) Ring of Free Action
rare
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ (UC) Immoveable Rod
uncommon
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
🗹 (R) Folding Boat
rare
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an Action to speak it.
One Command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium Creatures comfortably.
The second Command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium Creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third Command word causes the folding boat to fold back into a box, provided that no Creatures are aboard. Any Objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.
🗹 (UC) Bag of Holding
uncommon
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, 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 to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
🗹 (R) +1 Breastplate
rare
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
☐ (R/AT) Charm of Plant Command
rare
DDHC00-GSM-7: Tammraut's Fate
DDHC00-GSM-7: Tammraut's Fate
Show
Notes:
Wondrous item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak with Plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day.
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
☐ (UC/AT) Pearl of Power | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster) 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 have used the pearl, it can't be used again until the next dawn. |
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☐ (UC) Rapier +1 | uncommon | DDHC-TYP Tales from the Yawning Portal - Forge of Fury | Trade Log | Show | ||
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon. |
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🗹 (VR/AT) Scimitar of Speed | very_rare | Out of the Abyss - Chapter 15: The City of Spiders | Assign Service Reward | Show | ||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, you can make one Attack with it as a bonus Action on each of your turns. |
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🗹 (UC/AT) Amulet of the Devout +1 | uncommon | AL Player's Guide | Assign Service Reward | Show | ||
Notes:
Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
||||||
☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 Isle of the Abbey | Show | ||
Notes:
Wondrous item, uncommon (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) Bag of Holding | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 Isle of the Abbey | Show | ||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
||||||
☐ (UC) Mithral Half-Plate | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 Isle of the Abbey | Show | ||
Notes:
Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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☐ (R) Mace of Smiting | rare | DDAL08-07 - Into the Dark | DDAL08-07 - Into the Dark | Show | ||
Notes:
Weapon (mace), rare 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. This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears. |
||||||
🗹 (UC/AT) Brooch of Shielding | uncommon | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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☐ (R) Quaal’s feather token (anchor) | rare | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. |
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☐ (UC/AT) Helm of Underwater Action (Dolphins) | uncommon | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
||||||
☐ (R/AT) Ring of Free Action | rare | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Ring, rare (requires attunement) |
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☐ (UC) Immoveable Rod | uncommon | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Rod, uncommon |
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🗹 (R) Folding Boat | rare | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an Action to speak it. One Command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium Creatures comfortably. The second Command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium Creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third Command word causes the folding boat to fold back into a box, provided that no Creatures are aboard. Any Objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so. |
||||||
🗹 (UC) Bag of Holding | uncommon | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, 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 to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
||||||
🗹 (R) +1 Breastplate | rare | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
☐ (R/AT) Charm of Plant Command | rare | DDHC00-GSM-7: Tammraut's Fate | DDHC00-GSM-7: Tammraut's Fate | Show | ||
Notes:
Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak with Plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. |
||||||
☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show |