Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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.
All Purpose Tool +2
rare
Keys from the Golden Vault - Party at Paliset Hall
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.
Amarantha’s Heart (Dark Shard Amulet)
common
CCC-TAROT- 01-07 The Seat of the Ruler
Show
Notes:
While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells
• You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
This item can be found in the Xanathar’s Guide to Everything.
Armor of Vulnerability (slashing)
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).
Auntie Helena’s Wand (Wand of Paralysis)
rare
CCC-TAROT- 02-03 To Boldly Go
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.
Bahaghari (Mantle of Spell Resistance)
rare
WBW-DC-ANDL-01 The Petrified Forest
Show
Notes:
You have advantage on saving throws against spells while you wear this cloak. This item is found in the Dungeon Master’s Guide.
Alindaya gave you this mantle as a token of her gratitude for saving her domain. It keeps you warm and protected from the elements, just like the tropical domain of delight you came from where it is neither too cold nor too hot.
Alindaya snipped off a strip of fabric from her own robe, and created this just for you. The cloak lengthens and shortens at will, to make it physically appropriate for the weather – and the inner lining glistens with colors as if you saw a rainbow on a sunny day. If you look at the patterns from the inner lining hard enough, you are able to make out images of the domain of Andelein in them.
In addition, the mantle has the temperate minor property. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Blessing of Protection
unique
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Boots of Speed
rare
DDAL 06-02 The Redemption of Kelvan
Show
Notes:
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.
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.
Candle of the Deep
common
FR-DC-RAY 07 Green Lady's Lament
Show
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.
Chain Mail +1
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Chain of Mending
common
SJ-DC-YZ-02-04 - the dark dome
Show
Notes:
You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed.
Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel
Chardalyn Breastplate (Armor of Necrotic Resistance)
rare
DDAL 10-05 A Blight in the Darkness
Show
Notes:
This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.
You have resistance to necrotic damage while you wear this armor
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)
Dragon Wing Longbow (Lightning)
rare
Season 11b Service Rewards
Trade Log
Show
Notes:
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target
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.
Elemental Essence Shard (requires attunement by a sorcerer)
rare
SJ-DC-YZ-02-04 - the dark dome
Show
Notes:
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun.
Faerie dragon’s favor
rare
Applying Service Rewards
Show
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance
Fairy Mushroom Ring
very_rare
Applying Service Rewards
Show
Notes:
This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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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All Purpose Tool +2 | rare | Keys from the Golden Vault - Party at Paliset Hall | 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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Amarantha’s Heart (Dark Shard Amulet) | common | CCC-TAROT- 01-07 The Seat of the Ruler | Show | |||
Notes:
While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. |
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Armor of Vulnerability (slashing) | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance). |
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Auntie Helena’s Wand (Wand of Paralysis) | rare | CCC-TAROT- 02-03 To Boldly Go | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree. |
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Bahaghari (Mantle of Spell Resistance) | rare | WBW-DC-ANDL-01 The Petrified Forest | Show | |||
Notes:
You have advantage on saving throws against spells while you wear this cloak. This item is found in the Dungeon Master’s Guide. Alindaya gave you this mantle as a token of her gratitude for saving her domain. It keeps you warm and protected from the elements, just like the tropical domain of delight you came from where it is neither too cold nor too hot. Alindaya snipped off a strip of fabric from her own robe, and created this just for you. The cloak lengthens and shortens at will, to make it physically appropriate for the weather – and the inner lining glistens with colors as if you saw a rainbow on a sunny day. If you look at the patterns from the inner lining hard enough, you are able to make out images of the domain of Andelein in them. In addition, the mantle has the temperate minor property. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Blessing of Protection | unique | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws. |
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Boots of Speed | rare | DDAL 06-02 The Redemption of Kelvan | Show | |||
Notes:
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. |
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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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Candle of the Deep | common | FR-DC-RAY 07 Green Lady's Lament | Show | |||
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. Minor Property |
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Chain Mail +1 | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Chain of Mending | common | SJ-DC-YZ-02-04 - the dark dome | Show | |||
Notes:
You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed. Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel |
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Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL 10-05 A Blight in the Darkness | Show | |||
Notes:
This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
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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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Dragon Wing Longbow (Lightning) | rare | Season 11b Service Rewards | Trade Log | Show | ||
Notes:
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target |
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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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Elemental Essence Shard (requires attunement by a sorcerer) | rare | SJ-DC-YZ-02-04 - the dark dome | Show | |||
Notes:
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun. |
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Faerie dragon’s favor | rare | Applying Service Rewards | Show | |||
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance |
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Fairy Mushroom Ring | very_rare | Applying Service Rewards | Show | |||
Notes:
This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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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. |