Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
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.
Pipe of Remembrances
common
FR-DC-CN-01 Calimshani Nights
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Spellblade Nightsinger (Moonblade Shortsword)
legendary
FR-DC-CN-01 Calimshani Nights
Show
Notes:
Weapon (Shortsword), legendary (requires attunement)
DMG'24p258
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see "Magic Items").
Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals.
Illusion (Minor Property)
Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object.
Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness.
Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself.
Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes.
Attunement Rite (flavor only)
To attune to this blade the wielder has to pledge their loyalty to the Spellblades cause. To answer whenever they call and to serve as an assassin in the shadow. Otherwise the blade refuses to attune to any wielder that would deny this offering.
Dark Runes of the Blade
Nightsinger is especially sharp and has gotten only sharper with every life it took. Attack and Damage rolls are increased by an +3 as the blade leeches the life out of its targets. This thirst for sending creatures into oblivion also manifests in Nightsinger dealing an extra 3d6 Force damage.
Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20
When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand.
Nightsinger's Personality
Loyal Hound: Nightsinger is loyal towards the Spellblade's cause. If the wielder goes against a call or the will of the Spellblade's leaders it might even unattune itself after a lot of complaints.
Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder.
Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword.
Ring of Spell Turning
legendary
Service Rewards (24.02.2025 Guidance)
Trade Log
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Ruby of the War Mage
common
DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Plate Armor +3
legendary
DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
Ysgard's Rune (Orb of Direction)
common
PS-DC-TWW-01 The Hunt for the Wishing Well
Show
Notes:
"This rune is one of the dozen keys which are meant to open the gateway to the wishing well."
Minor Property: Key
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Stormcaller (Maul of Thunderbolts)
legendary
PS-DC-TWW-01 The Hunt for the Wishing Well
PS-DC-TWW-01 The Hunt for the Wishing Well
Show
Notes:
"This Weapon seems to have some form of limited sentience, the wielder can feel the raging storm bound inside the metal. It is said the weapon itself was forged using a stolen part of Talos essence."
War Leader, The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Weapon (Maul), Legendary (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
x
Tome of Clear Thought
very_rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous item, very rare
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.
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
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.
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.
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.
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.
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.
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
Robe of Stars
very_rare
H
Trade Log
Show
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| Pipe of Remembrances | common | FR-DC-CN-01 Calimshani Nights | Show | |||
|
Notes:
Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
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| Spellblade Nightsinger (Moonblade Shortsword) | legendary | FR-DC-CN-01 Calimshani Nights | Show | |||
|
Notes:
Weapon (Shortsword), legendary (requires attunement) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see "Magic Items"). Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Illusion (Minor Property) Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object. Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness. Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself. Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes. To attune to this blade the wielder has to pledge their loyalty to the Spellblades cause. To answer whenever they call and to serve as an assassin in the shadow. Otherwise the blade refuses to attune to any wielder that would deny this offering. Nightsinger is especially sharp and has gotten only sharper with every life it took. Attack and Damage rolls are increased by an +3 as the blade leeches the life out of its targets. This thirst for sending creatures into oblivion also manifests in Nightsinger dealing an extra 3d6 Force damage. Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20 When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand. Nightsinger's Personality Loyal Hound: Nightsinger is loyal towards the Spellblade's cause. If the wielder goes against a call or the will of the Spellblade's leaders it might even unattune itself after a lot of complaints. Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder. Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword. |
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| Ring of Spell Turning | legendary | Service Rewards (24.02.2025 Guidance) | Trade Log | Show | ||
|
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC. |
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| Ruby of the War Mage | common | DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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| Plate Armor +3 | legendary | DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
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| Ysgard's Rune (Orb of Direction) | common | PS-DC-TWW-01 The Hunt for the Wishing Well | Show | |||
|
Notes:
"This rune is one of the dozen keys which are meant to open the gateway to the wishing well." Minor Property: Key Wondrous Item, Common |
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| Stormcaller (Maul of Thunderbolts) | legendary | PS-DC-TWW-01 The Hunt for the Wishing Well | PS-DC-TWW-01 The Hunt for the Wishing Well | Show | ||
|
Notes:
"This Weapon seems to have some form of limited sentience, the wielder can feel the raging storm bound inside the metal. It is said the weapon itself was forged using a stolen part of Talos essence." War Leader, The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. Weapon (Maul), Legendary (Requires Attunement) |
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| Tome of Clear Thought | very_rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
|
Notes:
Wondrous item, very rare |
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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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| 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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| Ring of Shooting Stars | very_rare | H | Trade Log | Show | ||
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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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| Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage Level15 | H | Trade Log | Show | |
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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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| 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 | |
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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 | |
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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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| Dwarven Plate | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
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Notes:
Armor (plate), very rare |
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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 | |
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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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| Robe of Stars | very_rare | H | Trade Log | Show | ||