Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Cloak of Billowing common DDHC00-DoIP - Dragon of Icespire Peak DDHC00-DoIP - Dragon of Icespire Peak Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain G DDHC-TYP White Plume Mountain Show
Notes:

Requires Attunement

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.
2x mirror image

Whelm legendary DDHC-TYP White Plume Mountain I DDHC-TYP White Plume Mountain Show
Notes:

Weapon (warhammer), legendary (requires attunemenc 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.

Ioun Stone of Regeneration legendary DDEX3-4 It’s All in the Blood I DDEX3-4 It’s All in the Blood Show
Notes:

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.

Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Belt of Fire Giant Strenght very_rare DDEP3 Blood Above, Blood Below H Trade Log Show
Notes:

Requires Attunement

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow.

Skeggöx (Battleaxe +3) very_rare DDAL05-09 Durlags Tomb H Trade Log Show
Notes:

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. You have a +3 bonus to attack and damage rolls made with this magic weapon. 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.

Warden, Spellguard Shield very_rare CCC-ODFC01-03 - Elders' Eyes Upon You H CCC-ODFC01-03 - Elders' Eyes Upon You Show
Notes:

Shield, very rare, requires attunement
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield.
Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning

Studded Leather Armor +2 very_rare CCC-TRI-23 Sub Rosa H CCC-TRI-23 Sub Rosa Show
Notes:

Armor (light), very rare

You have a +2 bonus to AC while wearing this armor.

This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly.

Manual of Bodily Health very_rare CCC-QCC2017 - Delusions of Grandeur H CCC-QCC2017 - Delusions of Grandeur Show
Notes:

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.

This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Quickness of Action very_rare CCC-BMG-37: HULB 3-1 Weakness of Rock H CCC-BMG-37: HULB 3-1 Weakness of Rock Show
Notes:

Wondrous Item, very rare

This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century

Shortsword Flame Tongue rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Weapon (any sword), rare (requires attunement)
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.
Flavor: A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.

Battleaxe +1 uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Javelin of Lightning uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Spear +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Cape of the Mountebank rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Winged boots uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Sling of Warning uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Ring of Mind Shielding uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Staff of Frost very_rare DDHC-TYP: Against the Giants H DDHC-TYP: Against the Giants Show
Notes:

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Staff of Birdcalls common DDHC00-DoIP - Dragon of Icespire Peak DDHC00-DoIP - Dragon of Icespire Peak Show
Notes:

Staff, common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.