Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (R) +1 Chain Mail
rare
Trade Log
Show
Zion Strika (Boots of Speed)
rare
WBW-DC-ZION-02 Alexanders Hand
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and
click the boots' heels together. If you do, the boots double
your walking speed, and any creature that makes an
opportunity attack against you has disadvantage on the
attack roll. If you click your heels together again, you end
the effect.
When the boots' property has been used for a total of 10
minutes, the magic ceases to function until you finish a long
rest. This item is found in the Dungeon Master’s Guide.
The boots are white in color and trimmed with gold.
While the effects of these boots are active, a bluish magical
illusion of a young human man wielding a glaive appears,
chasing you whenever you move, or distracting any
creature attempting to make an opportunity attack against
you.
(R/AT) Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Staff of Healing
rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.
Nettle (Hand Crossbow +2)
rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Weapon (Hand Crossbow), Rare
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.
Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.
☐ (VR) Silvered Greatsword +3
very_rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
☐ (VR/AT) Tasha’s Creeping Keelboat
very_rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, very rare (requires attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
🏲 (U) Blessing of Protection
unique
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R) +1 Chain Mail | rare | Trade Log | Show | |||
| Zion Strika (Boots of Speed) | rare | WBW-DC-ZION-02 Alexanders Hand | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and When the boots' property has been used for a total of 10 While the effects of these boots are active, a bluish magical |
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| (R/AT) Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. |
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| Staff of Healing | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds. |
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| Nettle (Hand Crossbow +2) | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Weapon (Hand Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling. Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently. |
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| ☐ (VR) Silvered Greatsword +3 | very_rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. |
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| ☐ (VR/AT) Tasha’s Creeping Keelboat | very_rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
|
Notes:
Wondrous Item, very rare (requires attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. |
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| 🏲 (U) Blessing of Protection | unique | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
You gain a +1 bonus to AC and saving throws. |
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