Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wave/Whelm/Blackrazor
legendary
DDHC-TYP Tales from the Yawning Portal WPM
Show
Stone of Good Luck
uncommon
CCC-BMG MOON 8-3 A Grim View of Farview
Show
Notes:
Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn.
While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws.
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Shadow Needle (unbrakable Arrow)
common
CCC-BMG MOON 4-3 Gate to the Unknown
Show
Sentinel Shield
uncommon
CCC-BMG MOON 11-1 A Darkened City
Show
Notes:
Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal WPM
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. 4x shield 1x absorb elements
Reveler’s Concertina
rare
BMG-MOON-MD-03 The Lost Song
Show
Notes:
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
Red Elemental Gem
uncommon
CCC-BMG MOON 7-2 Temple of the Sun
Show
Notes:
This is one of the artifacts of the lost temples of the Earthmother. It is inscribed with motifs of the sun rising and setting.
This gem contains a mote of elemental energy.
When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
(This gem is a red corundum.)
This item is found on Magic Item Table B in the Dungeon Master’s Guide
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
3x Curing, 1x Smiting, 2x Windwall
Moon-touched Shortsword
common
CCC-BMG MOON 10-2 Shadows and Shrouds
CCC-BMG MOON 10-2 Shadows and Shrouds
Show
Notes:
A shard of pure moonlight, this sword has no guard and barely enough hilt for the wielder’s grip. It always glows with a soft, pale white radiance.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and
dim light for an additional 15 feet.
Moon-Touched Greatsword
common
CCC-BMG MOON 6-2 Troubled Visions
Show
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
The blade is thin to the point of being paper.
Geometric runes run along its length, in stark contrast to the sweeping elven make.
The script is unknown, but purportedly (or with the help of comprehend languages) it reads:
“I am but a shard. Find Xintocan.”
Medallion of Thoughts
uncommon
CCC-BMG MOON 11-3 A Darkened Heart
CCC-BMG MOON 11-3 A Darkened Heart
Show
Notes:
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.
Mariner’s Armor (Scale Mail)
uncommon
Assigning Service Reward
Show
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail)
Javelin of Lightning
uncommon
DDHC-TYP Against the Giants
Trade Log
Show
Notes:
This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.
Javelin of Lightning
uncommon
CCC-BMG MOON 6-3 Planar Convergence
Show
Notes:
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.
Insignia of Claws
uncommon
Hoard of the Dragon Queen
Trade Log
Show
Notes:
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Horn of Silent Alarm
common
CCC-BMG MOON 6-3 Planar Convergence
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
The otherworldly tone of this horn sounds like the reverberation of clear crystals.
The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
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.
Gem of Brightness
uncommon
CCC-BMG MOON 8-1 Blood on the Moors
CCC-BMG MOON 8-1 Blood on the Moors
Show
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
This item is found in the Dungeon Master’s Guide.
Figurine of Wondrous Power (Silver Raven)
uncommon
CCC-BMG MOON 11-2 A Darkened Court
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wave/Whelm/Blackrazor | legendary | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Stone of Good Luck | uncommon | CCC-BMG MOON 8-3 A Grim View of Farview | Show | |||
Notes:
Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn. While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | 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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Shadow Needle (unbrakable Arrow) | common | CCC-BMG MOON 4-3 Gate to the Unknown | Show | |||
Sentinel Shield | uncommon | CCC-BMG MOON 11-1 A Darkened City | Show | |||
Notes:
Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal WPM | 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. 4x shield 1x absorb elements |
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Reveler’s Concertina | rare | BMG-MOON-MD-03 The Lost Song | Show | |||
Notes:
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. |
||||||
Red Elemental Gem | uncommon | CCC-BMG MOON 7-2 Temple of the Sun | Show | |||
Notes:
This is one of the artifacts of the lost temples of the Earthmother. It is inscribed with motifs of the sun rising and setting. This gem contains a mote of elemental energy. This item is found on Magic Item Table B in the Dungeon Master’s Guide |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 3x Curing, 1x Smiting, 2x Windwall |
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Moon-touched Shortsword | common | CCC-BMG MOON 10-2 Shadows and Shrouds | CCC-BMG MOON 10-2 Shadows and Shrouds | Show | ||
Notes:
A shard of pure moonlight, this sword has no guard and barely enough hilt for the wielder’s grip. It always glows with a soft, pale white radiance. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and |
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Moon-Touched Greatsword | common | CCC-BMG MOON 6-2 Troubled Visions | Show | |||
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The blade is thin to the point of being paper. |
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Medallion of Thoughts | uncommon | CCC-BMG MOON 11-3 A Darkened Heart | CCC-BMG MOON 11-3 A Darkened Heart | Show | ||
Notes:
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. This medallion is made out of polished silver and shaped like a small mirror. |
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Mariner’s Armor (Scale Mail) | uncommon | Assigning Service Reward | Show | |||
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) |
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Javelin of Lightning | uncommon | DDHC-TYP Against the Giants | Trade Log | Show | ||
Notes:
This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon. |
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Javelin of Lightning | uncommon | CCC-BMG MOON 6-3 Planar Convergence | Show | |||
Notes:
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air. |
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Insignia of Claws | uncommon | Hoard of the Dragon Queen | Trade Log | Show | ||
Notes:
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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Horn of Silent Alarm | common | CCC-BMG MOON 6-3 Planar Convergence | Show | |||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round. |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | 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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Gem of Brightness | uncommon | CCC-BMG MOON 8-1 Blood on the Moors | CCC-BMG MOON 8-1 Blood on the Moors | Show | ||
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item is found in the Dungeon Master’s Guide. |
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Figurine of Wondrous Power (Silver Raven) | uncommon | CCC-BMG MOON 11-2 A Darkened Court | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it |