Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Winged Boots
uncommon
F
DDEX2-10 Cloaks and Shadows
Show
Notes:
Wondrous Item, Requires Attunement
While wearing 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.
Ring of Protection
rare
G
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
+1 to AC and Saving Throws
Bracers of Defense
rare
G
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
AC +2 While not wearing armor or using a shield
Tome of Clear Thought
very_rare
H
Trade Log
Show
Notes:
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
very_rare
H
Trade Log
Show
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike.* You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Necklace of Prayer Beads
rare
G
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
3 Cure wounds 2nd level or Lesser restoration
2 Bless
1 Greater Restoration
Halberd +2
rare
White Plume Mountain
G
DDHC-TYP Tales from the Yawning Portal Chapter 4 WPM
Show
Notes:
You get a +2 bonus to attack and damage rolls made with this weapon
Mace of Smiting
rare
G
Trade Log
Show
Notes:
You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
Belt of Storm Giant's Strength
legendary
I
DDAL06-03 Crypt of the Death Giants
Show
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Winged Boots | uncommon | F | DDEX2-10 Cloaks and Shadows | Show | ||
Notes:
Wondrous Item, Requires Attunement The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Ring of Protection | rare | G | DDHC-TYP Tales from the Yawning Portal WPM | Show | ||
Notes:
+1 to AC and Saving Throws |
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Bracers of Defense | rare | G | DDHC-TYP Tales from the Yawning Portal WPM | Show | ||
Notes:
AC +2 While not wearing armor or using a shield |
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Tome of Clear Thought | very_rare | H | Trade Log | Show | ||
Notes:
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Staff of Power | very_rare | H | Trade Log | Show | ||
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike.* You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff |
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Necklace of Prayer Beads | rare | G | DDHC-TYP Tales from the Yawning Portal WPM | Show | ||
Notes:
3 Cure wounds 2nd level or Lesser restoration |
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Halberd +2 | rare | White Plume Mountain | G | DDHC-TYP Tales from the Yawning Portal Chapter 4 WPM | Show | |
Notes:
You get a +2 bonus to attack and damage rolls made with this weapon |
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Mace of Smiting | rare | G | Trade Log | Show | ||
Notes:
You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks. |
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Belt of Storm Giant's Strength | legendary | I | DDAL06-03 Crypt of the Death Giants | Show | ||
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. |