Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
đŸ—č Portable Hole rare CCC-NBDD01-01 Clever Show
Notes:

The Tyrant Lizard Gang used this portable hole to smuggle dinosaurs throughout the city. Its edges are frayed from being chewed on, and the occasional tooth or feather can still be found inside it.

☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Shortsword +1 uncommon DDEP07-01 Peril at the Port Show
Notes:

This weapon has a basket hilt is forged to resemble a woman draped in kelp and nets‐‐similar in appearance to that of a ship’s figurehead. When used in battle, the woman sings a rather obscene sea shanty audible to anyone within 30 feet.

☐ Staff of the Woodlands common DDEP07-01 Peril at the Port Show
Notes:

This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses.

☐ Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
đŸ—č Wand of Magic Missiles uncommon Papa Smurf CCC-WWC-01 In the Face of Fear Show
Notes:

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

đŸ—” Wand of Pyrotechnics common Gnomengarde DDHC00-DoIP HC Show
Notes:

Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.