Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Stone of Good Luck
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Wave
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Ring of Spell Storing
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Dread Helm (made from the skull of a white dragon)
common
DC-PoA Eyes of a Dragon
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Goggles of Night
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Boots of Striding and Springing
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Ring of Protection
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Armor of Vulnerability (slashing)
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Heward’s Handy Haversack
common
CCC-GOC-0102 Cairns of Rot
Show
Notes:
Wondrous Item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The backpack is made from a well-worn, but supple, leather that seems centuries old
+1 Chain mail
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Enduring Spellbook
common
DC-PoA East vs West (Seed: Chwinga Chwinga)
DC-PoA East vs West (Seed: Chwinga Chwinga)
Show
Notes:
Wondrous item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Propeller Helm
uncommon
DC-PoA East vs West (Seed: Chwinga Chwinga)
DC-PoA East vs West (Seed: Chwinga Chwinga)
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Small humanoid)
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Notes: Small humanoid
Moon-touched Shortsword
common
DC-PoA-GRAL-DKHS-01
DC-PoA-GRAL-DKHS-01
Show
Notes:
Weapon (shortsword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Masquerade Tattoo
common
DC-PoA The Annual Good Mead Bake-Off
DC-PoA The Annual Good Mead Bake-Off
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Gray Bag of Tricks
uncommon
DC-PoA The Annual Good Mead Bake-Off
DC-PoA The Annual Good Mead Bake-Off
Show
Notes:
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or 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.
Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant Elk
Chest of Preserving
common
DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling)
DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling)
Show
Notes:
Wondrous item, common
25 lb.
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Instrument of Scribing (requires attunement)
common
DC-PoA Tragedy, Treasure and Truth (Seed: X Marks the Spot)
DC-PoA Tragedy, Treasure and Truth (Seed: X Marks the Spot)
Show
Notes:
Wondrous item, instrument, minor tier, common
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.
Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical InstrumentActivity DC
Identify a tune 10
Improvise a tune 20
Boots of Speed
rare
Saltmarsh Downtime Activity
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
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.
Shard of Snow Ice (Ioun Stone of Protection)
rare
WBW-DC-PHP-POLAR-01
WBW-DC-PHP-POLAR-01
Show
Notes:
Wondrous item rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection.
You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.
Weave
rare
Wondrous Item, Rare (Requires Attunement)
CCC-PHA-01 Six Summoned Swords
Show
Notes:
The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer. A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship. When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.
This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Stone of Good Luck | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Wave | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Ring of Spell Storing | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Dread Helm (made from the skull of a white dragon) | common | DC-PoA Eyes of a Dragon | Show | |||
Notes:
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. |
||||||
Goggles of Night | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Boots of Striding and Springing | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Ring of Protection | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Armor of Vulnerability (slashing) | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Heward’s Handy Haversack | common | CCC-GOC-0102 Cairns of Rot | Show | |||
Notes:
Wondrous Item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. The backpack is made from a well-worn, but supple, leather that seems centuries old |
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+1 Chain mail | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | |||
Enduring Spellbook | common | DC-PoA East vs West (Seed: Chwinga Chwinga) | DC-PoA East vs West (Seed: Chwinga Chwinga) | Show | ||
Notes:
Wondrous item, common This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. |
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Propeller Helm | uncommon | DC-PoA East vs West (Seed: Chwinga Chwinga) | DC-PoA East vs West (Seed: Chwinga Chwinga) | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a Small humanoid) While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. Notes: Small humanoid |
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Moon-touched Shortsword | common | DC-PoA-GRAL-DKHS-01 | DC-PoA-GRAL-DKHS-01 | Show | ||
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Masquerade Tattoo | common | DC-PoA The Annual Good Mead Bake-Off | DC-PoA The Annual Good Mead Bake-Off | Show | ||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. |
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Gray Bag of Tricks | uncommon | DC-PoA The Annual Good Mead Bake-Off | DC-PoA The Annual Good Mead Bake-Off | Show | ||
Notes:
Wondrous item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. Gray Bag of Tricks |
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Chest of Preserving | common | DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling) | DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling) | Show | ||
Notes:
Wondrous item, common Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. |
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Instrument of Scribing (requires attunement) | common | DC-PoA Tragedy, Treasure and Truth (Seed: X Marks the Spot) | DC-PoA Tragedy, Treasure and Truth (Seed: X Marks the Spot) | Show | ||
Notes:
Wondrous item, instrument, minor tier, common This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Your expertise aids you in recalling lore related to your instrument. Your ability to put on a good show is improved when you incorporate an instrument into your act. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. |
||||||
Boots of Speed | rare | Saltmarsh Downtime Activity | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) 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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Shard of Snow Ice (Ioun Stone of Protection) | rare | WBW-DC-PHP-POLAR-01 | WBW-DC-PHP-POLAR-01 | Show | ||
Notes:
Wondrous item rare (requires attunement) In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit. |
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Weave | rare | Wondrous Item, Rare (Requires Attunement) | CCC-PHA-01 Six Summoned Swords | Show | ||
Notes:
The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer. A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship. When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon. This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn. |