Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Bracers of Defense
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Eagle Whistle
rare
Tales from the Yawning Portal: Hidden Shrine of Tamoachan
Service Rewards
Show
Notes:
Wondrous item, rare
1 lb.
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.
Bag of Holding
uncommon
Level 5 Magic Item
Level 5 Creation (2024 Updated)
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.
Sending Stones
uncommon
KftGV - Masterpiece Imbroglio
Keys from the Golden Vault - Masterpiece Imbroglio #4
Show
Notes:
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Lantern of Revealing
uncommon
KftGV - Masterpiece Imbroglio
Keys from the Golden Vault - Masterpiece Imbroglio #4
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Vicious Maul
rare
Keys from the Golden Vault - Masterpiece Imbroglio (GV Reward)
Keys from the Golden Vault - Masterpiece Imbroglio #4
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
10 lb.
2d6 Bludgeoning
Heavy, Two‑Handed
Mastery: Topple
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Ring of X-Ray Vision
rare
FR-DC-NG:OE New Gods: Old Enemies
Placeholder
Show
Notes:
Ring, rare (requires attunement)
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly.
Half-Plate +2
very_rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Service Rewards
Show
Notes:
Medium armor, very rare
40 lb.
AC 15 + Dex (max 2)
You have a +2 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Periapt of Wound Closure
uncommon
DDHC-TYP-3
Service Rewards
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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.
+3 Shield
very_rare
DDHC-TftYP-White Plume Mountain (Level 17 Only)
DDHC-TftYP-White Plume Mountain
Show
Notes:
Armor (shield), very rare
6 lb.
AC +2
While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Stone of Good Luck
uncommon
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
uncommon
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Ring of Spell Storing
rare
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Ring, rare (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 level 1 through 5 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.
Plate Armor of Vulnerability (Slashing)
rare
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Heavy armor, rare (requires attunement)
65 lb.
AC 18
While wearing this armor, you have Resistance to Slashing damage.
Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Staff of the Woodlands
rare
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Staff, weapon, rare (requires attunement by a druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Blessing of Protection
unique
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Blessing
You gain a +1 bonus to AC and saving throws.
Ring of Protection
rare
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Chain shirt+1
rare
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Medium armor, rare
20 lb.
AC 13 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
Goggles of Night
uncommon
DDHC-TftYP-White Plume Mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Belt of Hill Giant Strength
rare
DDHC-RoT-4
Service Rewards
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Bracers of Defense | rare | Traded | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
||||||
Eagle Whistle | rare | Tales from the Yawning Portal: Hidden Shrine of Tamoachan | Service Rewards | Show | ||
Notes:
Wondrous item, rare |
||||||
Bag of Holding | uncommon | Level 5 Magic Item | Level 5 Creation (2024 Updated) | 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. |
||||||
Sending Stones | uncommon | KftGV - Masterpiece Imbroglio | Keys from the Golden Vault - Masterpiece Imbroglio #4 | Show | ||
Notes:
Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
||||||
Lantern of Revealing | uncommon | KftGV - Masterpiece Imbroglio | Keys from the Golden Vault - Masterpiece Imbroglio #4 | Show | ||
Notes:
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
||||||
Vicious Maul | rare | Keys from the Golden Vault - Masterpiece Imbroglio (GV Reward) | Keys from the Golden Vault - Masterpiece Imbroglio #4 | Show | ||
Notes:
Weapon, rare Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
||||||
Ring of X-Ray Vision | rare | FR-DC-NG:OE New Gods: Old Enemies | Placeholder | Show | ||
Notes:
Ring, rare (requires attunement) Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level. Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly. |
||||||
Half-Plate +2 | very_rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Service Rewards | Show | ||
Notes:
Medium armor, very rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
||||||
Periapt of Wound Closure | uncommon | DDHC-TYP-3 | Service Rewards | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) 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. |
||||||
+3 Shield | very_rare | DDHC-TftYP-White Plume Mountain (Level 17 Only) | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Armor (shield), very rare |
||||||
Stone of Good Luck | uncommon | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
Boots of Striding and Springing | uncommon | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
||||||
Ring of Spell Storing | rare | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of level 1 through 5 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. |
||||||
Plate Armor of Vulnerability (Slashing) | rare | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Heavy armor, rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
||||||
Staff of the Woodlands | rare | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a druid) Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
||||||
Blessing of Protection | unique | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Blessing You gain a +1 bonus to AC and saving throws. |
||||||
Ring of Protection | rare | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
||||||
Chain shirt+1 | rare | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Medium armor, rare |
||||||
Goggles of Night | uncommon | DDHC-TftYP-White Plume Mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
||||||
Belt of Hill Giant Strength | rare | DDHC-RoT-4 | Service Rewards | Show | ||
Notes:
Wondrous item, rare (requires attunement) |