Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Wave
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
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
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
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
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Goggles of Night
common
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
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
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Nereid Shawl (Cloak of the Manta Ray)
uncommon
Service Award
Assignment 3
Show
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies.
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Shield of the Moon
uncommon
CCC-TAROT-01-02 By the Light of the Moon
Trade Log
Show
Notes:
Wondrous Item, uncommon
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.
+1 Amulet of the Devout
uncommon
Level 5 Item
Purchase Log
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Figurine of Wonderous Power (Serpentine Owl)
uncommon
CCC-SVH-01-01 Dawn of the Raven Lord
CCC-SVH-01-01 Dawn of the Raven Lord
Show
Notes:
Wondrous Item, uncommon
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
This item is found on Magic Item Table G in the Dungeon Master’s Guide.
Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KfgV-13 Fire and Darkness
Trade Log
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Bracers of Defense
rare
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Stone of Good Luck
rare
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Velahr´Kerym (Flame Tongue Longsword)
rare
DDAL 00-02d - Echoes of the Weeping War
DDAL 00-02d - Echoes of the Weeping War
Show
Notes:
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.
Drathiran'ar
rare
CCC-YLRA01-02 Uneasy Lies the Head
CCC-YLRA01-02 Uneasy Lies the Head
Show
Notes:
(Flame Tongue Longsword) Weapon, rare (requires attunement)
This longsword is bathed in silvery flames of moonlight. The guard and the core of the hilt of it are ornately decorated made of silver. Obsidian wraps around the hilt in the likeness of a naked dancing drow woman wielding a sword in outstretched motion above her head, which forms the guard. Silver intarsia swirls around her body as her hair. The pommel is adorned with a large round diamond whose facets sparklingly reflect the flames on the silvered blade. Amidst the flames along the blade, "drathiran'ar" can be read on the blade in elven script, which means moon dancer in drow.
You can use a bonus action to speak this magic sword's name as a command word, causing silvery 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.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
At the DM’s option, once per adventure you can gain advantage on a Charisma-based ability check by flourishing or displaying the weapon.
Shield +2
rare
DDAL09-19 Fang of Claw
Trade Log
Show
Notes:
Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
This item can be found in the Dungeon Master’s Guide.
Ring of Spell Storing (requires attunement)
rare
DDHC-TYP Tales from the Yawning Portal - Forge of Fury
Show
Notes:
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.
Rod of Absorption
very_rare
CCC-SVH01-03 Vault of the Raven Lord
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
This item is found on Magic Item Table H in the Dungeon Master’s Guide.
Staff of the Woodlands
very_rare
DDHC-CM-17 Xanthoria
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wave | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | 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 | 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 | 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 | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Goggles of Night | common | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | 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 | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Nereid Shawl (Cloak of the Manta Ray) | uncommon | Service Award | Assignment 3 | Show | ||
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. Wondrous item, uncommon |
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Shield of the Moon | uncommon | CCC-TAROT-01-02 By the Light of the Moon | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide. |
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+1 Amulet of the Devout | uncommon | Level 5 Item | Purchase Log | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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Figurine of Wonderous Power (Serpentine Owl) | uncommon | CCC-SVH-01-01 Dawn of the Raven Lord | CCC-SVH-01-01 Dawn of the Raven Lord | Show | ||
Notes:
Wondrous Item, uncommon This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KfgV-13 Fire and Darkness | Trade Log | Show | ||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Bracers of Defense | rare | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Stone of Good Luck | rare | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Velahr´Kerym (Flame Tongue Longsword) | rare | DDAL 00-02d - Echoes of the Weeping War | DDAL 00-02d - Echoes of the Weeping War | Show | ||
Notes:
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. |
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Drathiran'ar | rare | CCC-YLRA01-02 Uneasy Lies the Head | CCC-YLRA01-02 Uneasy Lies the Head | Show | ||
Notes:
(Flame Tongue Longsword) Weapon, rare (requires attunement) This longsword is bathed in silvery flames of moonlight. The guard and the core of the hilt of it are ornately decorated made of silver. Obsidian wraps around the hilt in the likeness of a naked dancing drow woman wielding a sword in outstretched motion above her head, which forms the guard. Silver intarsia swirls around her body as her hair. The pommel is adorned with a large round diamond whose facets sparklingly reflect the flames on the silvered blade. Amidst the flames along the blade, "drathiran'ar" can be read on the blade in elven script, which means moon dancer in drow. You can use a bonus action to speak this magic sword's name as a command word, causing silvery 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. At the DM’s option, once per adventure you can gain advantage on a Charisma-based ability check by flourishing or displaying the weapon. |
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Shield +2 | rare | DDAL09-19 Fang of Claw | Trade Log | Show | ||
Notes:
Armor (shield), rare |
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Ring of Spell Storing (requires attunement) | rare | DDHC-TYP Tales from the Yawning Portal - Forge of Fury | Show | |||
Notes:
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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Rod of Absorption | very_rare | CCC-SVH01-03 Vault of the Raven Lord | Show | |||
Notes:
Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. This item is found on Magic Item Table H in the Dungeon Master’s Guide. |
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Staff of the Woodlands | very_rare | DDHC-CM-17 Xanthoria | Show |