Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
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
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
2x Bless, 1x Curing, 2x Favor, 1x Wind walk
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 DM 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.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure Wounds (2nd level) or Lesser Restoration
13-16 Favor Greater Restoration
17-18 Smiting Branding Smite
19 Summons Planar Ally
20 Wind walking Wind Walk
Gauntlets of Ogre Power
uncommon
Keys from the Golden Vault - Party at Paliset Hall
Show
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Shield of the Moon
uncommon
CCC-TAROT-0102 By the Light of the Moon
Show
Notes:
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.
Pixie Winged Boots (A)
uncommon
Service Reward Season 11
Assignement Service Reward
Show
Notes:
Requires Attunement
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide).
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Ward of the Martyr
uncommon
CCC-TAROT-0103 A Martyred Heart
Show
Notes:
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Torag’s Hammer
uncommon
CCC-TAROT- 01-04 Tangled in Woods
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory.
Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean…
Dryad´s Cloak (Cloak of Protection)
uncommon
DDAL 00-02A The Darkwood Webs
Show
Notes:
This cloak reflects the color of the seasons;
green in summer,
gold in autumn,
mottled brown in winter
and in spring is mottled in pale shades of green and cream.
You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide.
Moon Strike, Short Bow +1
uncommon
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
Thenturian Circlet (Circlet of Blasting)
uncommon
CCC-TAROT- 01-07 The Seat of the Ruler
Show
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide.
All-Purpose Tool +1
uncommon
Level 5 Item
Purchase Log
Show
Notes:
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Serpent Scale Armor
uncommon
DDHC-CM Book of Cylinders
Trade Log
Show
Notes:
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Chain Mail +1
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
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.
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
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-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
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.
Instrument of the Bards (Doss Lute)
uncommon
CCC-TAROT- 02-02 Guardians Scourge
Show
Notes:
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.
Doss Lute Spells:
Animal friendship,
fly,
invisibility,
levitate,
protection from energy (fire only),
protection from evil and good,
protection from poison
Deck of Illusion
uncommon
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.
(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again.
Eight of hearts Bugbear
Queen of spades Medusa
Nine of clubs Ogre
Two of diamonds Kobold
Jokers (2) You (the deck's owner)
Ordine Sage’s Robes (Robe of Useful Items)
uncommon
CCC-TAROT-0101 Awakening of Fates
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | 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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Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
2x Bless, 1x Curing, 2x Favor, 1x Wind walk Six types of magic beads exist. The DM 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. |
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Gauntlets of Ogre Power | uncommon | Keys from the Golden Vault - Party at Paliset Hall | Show | |||
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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Shield of the Moon | uncommon | CCC-TAROT-0102 By the Light of the Moon | Show | |||
Notes:
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide. |
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Pixie Winged Boots (A) | uncommon | Service Reward Season 11 | Assignement Service Reward | Show | ||
Notes:
Requires Attunement While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Ward of the Martyr | uncommon | CCC-TAROT-0103 A Martyred Heart | Show | |||
Notes:
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol. You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. |
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Torag’s Hammer | uncommon | CCC-TAROT- 01-04 Tangled in Woods | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory. Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean… |
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Dryad´s Cloak (Cloak of Protection) | uncommon | DDAL 00-02A The Darkwood Webs | Show | |||
Notes:
This cloak reflects the color of the seasons; green in summer, You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide. |
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Moon Strike, Short Bow +1 | uncommon | CCC-TAROT- 01-06 Lies in the Moonlight | Show | |||
Notes:
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. |
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Thenturian Circlet (Circlet of Blasting) | uncommon | CCC-TAROT- 01-07 The Seat of the Ruler | Show | |||
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide. |
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All-Purpose Tool +1 | uncommon | Level 5 Item | Purchase Log | Show | ||
Notes:
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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Serpent Scale Armor | uncommon | DDHC-CM Book of Cylinders | Trade Log | Show | ||
Notes:
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
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Chain Mail +1 | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | 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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Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | 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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Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
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. |
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Instrument of the Bards (Doss Lute) | uncommon | CCC-TAROT- 02-02 Guardians Scourge | Show | |||
Notes:
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide. Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune. Animal friendship, fly, invisibility, levitate, protection from energy (fire only), protection from evil and good, protection from poison |
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Deck of Illusion | uncommon | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | |||
Notes:
This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left. (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker) The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again. Eight of hearts Bugbear |
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Ordine Sage’s Robes (Robe of Useful Items) | uncommon | CCC-TAROT-0101 Awakening of Fates | Show | |||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. It has patches for the following: • a dagger • steel mirror • 10 ft. pole • 50 ft. hempen rope • a riding horse (mechanical in nature, otherwise the same) • 4 potions of healing • a 1st level spell scroll • a bag of 100 gp This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide. |