Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hat of Disguise
common
DDHC-JRC-10 Shadow of the Sun Teil 2
Show
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Stone of Good Luck
uncommon
DDHC-JRC-08 In the Mists of Manivarsha
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Necklace of Adaption
uncommon
DDHC-JRC-09 Between Tangled Roots
Show
Notes:
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
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.
Adamantine Splint Mail
uncommon
DDHC-JRC-12 - Buried Dynasty
Show
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Driftglobe
uncommon
DDHC-JRC-11 The Nightsea's Succor
Show
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Periapt of Health
uncommon
DDHC-JRC-03 Fiend of Hollow Mine
Show
Notes:
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 you while you wear the pendant.
Ring of Jumping
uncommon
DDHC-JRC-03 Fiend of Hollow Mine
Show
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Wind Fan
uncommon
DDHC-JRC-12 - Buried Dynasty
Show
Notes:
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Slippers of Spider Climbing
uncommon
DDHC-JRC-12 - Buried Dynasty
Show
Notes:
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
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.
Bag of Holding
uncommon
DDHC-JRC-04 Wages of Vice
Show
Notes:
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 Heward’s 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.
Ring of Mind Shieldin
uncommon
DDHC-JRC-05 Sins of Our Elders
Show
Notes:
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
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.
Adamantine Chain Shirt
uncommon
DDHC-JRC-06 Gold for Fools and Princes
Show
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Ring of Warmth (requires attunement)
uncommon
DDHC-JRC-06 Gold for Fools and Princes
Show
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Tan Bag of Tricks
uncommon
DDHC-JRC-07 Trails of Distraction
Show
Notes:
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger
Decanter of Endless Water
uncommon
DDHC-JRC-07 Trails of Distraction
Show
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Pearl of Power
uncommon
DDHC-JRC-08 In the Mists of Manivarsha
Show
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Hat of Disguise | common | DDHC-JRC-10 Shadow of the Sun Teil 2 | Show | |||
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
||||||
Stone of Good Luck | uncommon | DDHC-JRC-08 In the Mists of Manivarsha | Show | |||
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
Necklace of Adaption | uncommon | DDHC-JRC-09 Between Tangled Roots | Show | |||
Notes:
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
||||||
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. |
||||||
Adamantine Splint Mail | uncommon | DDHC-JRC-12 - Buried Dynasty | Show | |||
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
||||||
Driftglobe | uncommon | DDHC-JRC-11 The Nightsea's Succor | Show | |||
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
||||||
Periapt of Health | uncommon | DDHC-JRC-03 Fiend of Hollow Mine | Show | |||
Notes:
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 you while you wear the pendant. |
||||||
Ring of Jumping | uncommon | DDHC-JRC-03 Fiend of Hollow Mine | Show | |||
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
||||||
Wind Fan | uncommon | DDHC-JRC-12 - Buried Dynasty | Show | |||
Notes:
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
||||||
Slippers of Spider Climbing | uncommon | DDHC-JRC-12 - Buried Dynasty | Show | |||
Notes:
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. |
||||||
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. |
||||||
Bag of Holding | uncommon | DDHC-JRC-04 Wages of Vice | Show | |||
Notes:
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 Heward’s 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. |
||||||
Ring of Mind Shieldin | uncommon | DDHC-JRC-05 Sins of Our Elders | Show | |||
Notes:
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
||||||
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. |
||||||
Adamantine Chain Shirt | uncommon | DDHC-JRC-06 Gold for Fools and Princes | Show | |||
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
||||||
Ring of Warmth (requires attunement) | uncommon | DDHC-JRC-06 Gold for Fools and Princes | Show | |||
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. |
||||||
Tan Bag of Tricks | uncommon | DDHC-JRC-07 Trails of Distraction | Show | |||
Notes:
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. 1 Jackal |
||||||
Decanter of Endless Water | uncommon | DDHC-JRC-07 Trails of Distraction | Show | |||
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
||||||
Pearl of Power | uncommon | DDHC-JRC-08 In the Mists of Manivarsha | Show | |||
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. |