Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Ring of Protection
rare
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Potion of Invisibility
very_rare
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Elixir of Health
rare
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Charlatan's Die
common
DC-PoA-NBDD-01 Ice, Ice, Birdie
Show
Spell Scroll Ceremony
common
DC-PoA-NBDD-01 Ice, Ice, Birdie
Show
Potion of Poison
common
CCC-HATMS01-01 Threatening Tides
Show
Potion of Greater Healing
uncommon
CCC-HATMS01-01 Threatening Tides
Show
Potion of Heroism
common
CCC-HATMS01-01 Threatening Tides
Show
Sword of Vengeance (Longsword)
uncommon
CCCHATMS01-02 Prophecy’s Promise
Show
Notes:
"The blackened metal of this longsword has a sheen of red. The black leather-wrapped hilt ends in pommel shaped like a human skull. The longsword is inhabited by an orc warchief, K’tagh Redeye, a berserker who has a terrible loathing of humans. If K'tagh is banished or otherwise removed from the sword, the blade loses its red sheen."
"While holding the sword, the voice of K’tagh Redeye echoes in the wielder’s mind, cursing and nudging the owner to greater violence, especially toward humans. If the person wielding the sword is a human, K’tagh constantly casts insults and threats. The spirit cannot withhold the benefits of the sword from a wielder, however. You gain +1 bonus to attack and damage rolls made with this magic weapon."
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Quiver of Ehlonna
uncommon
CCC-HATMS01-01 Threatening Tides
CCC-HATMS01-01 Threatening Tides
Show
Notes:
Wondrous item, uncommon
"Made of night-black leather, this quiver does not even whisper as its wearer withdraws its deadly contents."
Brooch of Shielding
rare
DC-PoA-NBDD-01 Ice, Ice, Birdie
DC-PoA-NBDD-01 Ice, Ice, Birdie
Show
Notes:
This brooch is made of a clear blue stone with gold filigree, shaped like the outline of a bird in flight. Every time it absorbs a magic missile, it echoes with the chime of a different musical note per missile.
Wand of Viscid Globs (Drow made - Keep out of sunlight)
rare
DDHC-OotA Out of the Abyss
Trade Log
Show
Notes:
Wand, rare (requires attunement) Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of Oil of Etherealness or Universal Solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical processes can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A Wand of Viscid Globs is destroyed if exposed to sunlight for 1 hour without interruption.
Eagle Whistle
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
Show
Notes:
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Periapt of Wound Closure
uncommon
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
Show
Notes:
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Mirror of the Past
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
Show
Notes:
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Wand of Lightning Bolts
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Balance of Harmony
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
Show
Notes:
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Amulet of Protection from Turning
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Notes:
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Longsword, +1 "Plantslayer"
uncommon
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Animal Influence
rare
DDHC-TYP Tales from the Yawning Portal (Hidden Shrine)
DDHC-TYP Hidden Shrine of Tamaochan Session 2
Show
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Protection | rare | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show | |||
Potion of Invisibility | very_rare | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show | |||
Elixir of Health | rare | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show | |||
Charlatan's Die | common | DC-PoA-NBDD-01 Ice, Ice, Birdie | Show | |||
Spell Scroll Ceremony | common | DC-PoA-NBDD-01 Ice, Ice, Birdie | Show | |||
Potion of Poison | common | CCC-HATMS01-01 Threatening Tides | Show | |||
Potion of Greater Healing | uncommon | CCC-HATMS01-01 Threatening Tides | Show | |||
Potion of Heroism | common | CCC-HATMS01-01 Threatening Tides | Show | |||
Sword of Vengeance (Longsword) | uncommon | CCCHATMS01-02 Prophecy’s Promise | Show | |||
Notes:
"The blackened metal of this longsword has a sheen of red. The black leather-wrapped hilt ends in pommel shaped like a human skull. The longsword is inhabited by an orc warchief, K’tagh Redeye, a berserker who has a terrible loathing of humans. If K'tagh is banished or otherwise removed from the sword, the blade loses its red sheen." "While holding the sword, the voice of K’tagh Redeye echoes in the wielder’s mind, cursing and nudging the owner to greater violence, especially toward humans. If the person wielding the sword is a human, K’tagh constantly casts insults and threats. The spirit cannot withhold the benefits of the sword from a wielder, however. You gain +1 bonus to attack and damage rolls made with this magic weapon." Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Quiver of Ehlonna | uncommon | CCC-HATMS01-01 Threatening Tides | CCC-HATMS01-01 Threatening Tides | Show | ||
Notes:
Wondrous item, uncommon |
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Brooch of Shielding | rare | DC-PoA-NBDD-01 Ice, Ice, Birdie | DC-PoA-NBDD-01 Ice, Ice, Birdie | Show | ||
Notes:
This brooch is made of a clear blue stone with gold filigree, shaped like the outline of a bird in flight. Every time it absorbs a magic missile, it echoes with the chime of a different musical note per missile. |
||||||
Wand of Viscid Globs (Drow made - Keep out of sunlight) | rare | DDHC-OotA Out of the Abyss | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement) Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of Oil of Etherealness or Universal Solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical processes can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand's last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A Wand of Viscid Globs is destroyed if exposed to sunlight for 1 hour without interruption. |
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Eagle Whistle | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | Show | ||
Notes:
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Periapt of Wound Closure | uncommon | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | Show | ||
Notes:
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
||||||
Mirror of the Past | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | Show | ||
Notes:
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn. |
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Wand of Lightning Bolts | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. |
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Balance of Harmony | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | Show | ||
Notes:
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. |
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Amulet of Protection from Turning | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show | ||
Notes:
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. |
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Longsword, +1 "Plantslayer" | uncommon | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show | ||
Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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Ring of Animal Influence | rare | DDHC-TYP Tales from the Yawning Portal (Hidden Shrine) | DDHC-TYP Hidden Shrine of Tamaochan Session 2 | Show |