Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of Billowing
common
Character Creation
Show
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Broom of Flying
uncommon
Trade Log
Show
Notes:
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you.
Necklace of Prayer Beads
rare
Trade Log
Show
Notes:
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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.
1 Bead of Blessing (aquamarine): Bless
2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration
1 Bead of Favor (blue topaz): Greater restoration
Flame Tongue Shortsword
rare
Trade Log
Show
Notes:
Requires Attunement
You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.
Velahr´Kerym (Flame Tongue Longsword)
rare
DDAL 00-02d - Echoes of the Weeping War
Show
Notes:
Velahr´Kerym (Flame Tongue Longsword)
Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain
Show
Notes:
(10+8+12+5+13+13)
Requires Attunement by a Cleric, Druid, or Paladin
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 Name — 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
Chainmail +1
rare
DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain
Show
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain
Show
Notes:
Ring of Protection
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Ring of Spellstoring
rare
DDHC-TYP Tales from the Yawning Portal WHite Plum 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.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal WHite Plum 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.
Boots of Springing and Striding
uncommon
DDHC-TYP Tales from the Yawning Portal WHite Plum 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.
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain
Show
Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM 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).
Notes: Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Vulnerability: Bludgeoning, Vulnerability: Piercing, Vulnerability: Slashing, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage
Name | Rarity | Location | Table | Result | Source | |
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Cloak of Billowing | common | Character Creation | Show | |||
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Broom of Flying | uncommon | Trade Log | Show | |||
Notes:
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you. |
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Necklace of Prayer Beads | rare | Trade Log | Show | |||
Notes:
Necklace of Prayer Beads Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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. 1 Bead of Blessing (aquamarine): Bless 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration 1 Bead of Favor (blue topaz): Greater restoration |
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Flame Tongue Shortsword | rare | Trade Log | Show | |||
Notes:
Requires Attunement You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword. A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword. |
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Velahr´Kerym (Flame Tongue Longsword) | rare | DDAL 00-02d - Echoes of the Weeping War | Show | |||
Notes:
Velahr´Kerym (Flame Tongue Longsword) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword. |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain | Show | |||
Notes:
(10+8+12+5+13+13) Requires Attunement by a Cleric, Druid, or Paladin 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 Name — 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 |
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Chainmail +1 | rare | DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain | Show | |||
Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain | Show | |||
Notes:
Ring of Protection You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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Ring of Spellstoring | rare | DDHC-TYP Tales from the Yawning Portal WHite Plum 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. |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal WHite Plum 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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Boots of Springing and Striding | uncommon | DDHC-TYP Tales from the Yawning Portal WHite Plum 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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Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal WHite Plum 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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Armor of Vulnerability (Slashing) | rare | DDHC-TYP Tales from the Yawning Portal WHite Plum Mountain | Show | |||
Notes:
Armor (plate), rare (requires attunement) 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). Notes: Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Vulnerability: Bludgeoning, Vulnerability: Piercing, Vulnerability: Slashing, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage |