Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Aegis of the Raven Queen (Shield, +3)
very_rare
CCC-BWM-003 A Tale of Two Towers
H
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Belt of Fire Giant Strength
very_rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horror
H
Trade Log
Show
Notes:
Requires Attunement
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to The Six kinds of true Giants.
Brazier of Commanding Fire Elementals
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Carpet of Flying
very_rare
CCC-GOC-01-03 Winds of Rot
H
CCC-GOC-01-03 Winds of Rot
Show
Notes:
Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.
Capacity: 600 lb. Fyling Speed: 40 feet
Dwarven Plate
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Dwarven Thrower
very_rare
DDHC-DMM Dungeon of the Mad Mage Level15
H
Trade Log
Show
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Figurine of Wonderous Power (Serpentine Owl)
uncommon
CCC-SVH-01-01 Dawn of the Raven Lord
F
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-TOA-9 Ruins of Matolo
G
DDHC-TOA-9 Ruins of Matolo
Show
Notes:
Wondrous Item, Major, Rare
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.
Necklace of Prayer Beads
rare
DDHC-TYP White Plume Mountain
G
DDHC-TYP White Plume Mountain
Show
Notes:
1 blessing, 1 curing, 2 favor, 2 smiting
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
Ring of Invisibility
legendary
DDHC-TYP: Against the Giants
I
DDHC-TYP: Against the Giants
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring of Shooting Stars
very_rare
H
Trade Log
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Robe of Stars
very_rare
H
Trade Log
Show
Snurre's Cape (Cape of Cold Resistance)
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Notes:
King Snurre's cape grants the wearer resistance to cold damage.
Tome of Clear Thought
very_rare
DDHC-MORD-02 The Lich-Queens Begotten
H
DDHC-MORD-02 The Lich-Queens Begotten
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.
Whelm
legendary
DDHC-TYP White Plume Mountain
I
DDHC-TYP White Plume Mountain
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Aegis of the Raven Queen (Shield, +3) | very_rare | CCC-BWM-003 A Tale of Two Towers | H | CCC-BWM-003 A Tale of Two Towers | Show | |
Notes:
Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. |
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Belt of Fire Giant Strength | very_rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horror | H | Trade Log | Show | |
Notes:
Requires Attunement While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. |
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Brazier of Commanding Fire Elementals | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, rare The brazier weighs 5 pounds. |
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Carpet of Flying | very_rare | CCC-GOC-01-03 Winds of Rot | H | CCC-GOC-01-03 Winds of Rot | Show | |
Notes:
Wondrous Item, very rare You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it. The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity. |
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Dwarven Plate | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Notes:
Armor (plate), very rare |
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Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage Level15 | H | Trade Log | Show | |
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf) Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Figurine of Wonderous Power (Serpentine Owl) | uncommon | CCC-SVH-01-01 Dawn of the Raven Lord | F | 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-TOA-9 Ruins of Matolo | G | DDHC-TOA-9 Ruins of Matolo | Show | |
Notes:
Wondrous Item, Major, Rare 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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Necklace of Prayer Beads | rare | DDHC-TYP White Plume Mountain | G | DDHC-TYP White Plume Mountain | Show | |
Notes:
1 blessing, 1 curing, 2 favor, 2 smiting 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. 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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Ring of Invisibility | legendary | DDHC-TYP: Against the Giants | I | DDHC-TYP: Against the Giants | Show | |
Notes:
Ring, legendary (requires attunement) |
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Ring of Shooting Stars | very_rare | H | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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Robe of Stars | very_rare | H | Trade Log | Show | ||
Snurre's Cape (Cape of Cold Resistance) | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Notes:
King Snurre's cape grants the wearer resistance to cold damage. |
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Tome of Clear Thought | very_rare | DDHC-MORD-02 The Lich-Queens Begotten | H | DDHC-MORD-02 The Lich-Queens Begotten | 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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Whelm | legendary | DDHC-TYP White Plume Mountain | I | DDHC-TYP White Plume Mountain | Show | |
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. |