Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
+1 breastplate (R)
rare
Ghost of Saltmarsh: Tammeraut’s Fate
Ghost of Saltmarsh: Tammeraut’s Fate
Show
Notes:
Breastplate +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
AC: 15 + Dex modifier (max +2)
Weight: 20
Sentinel shield (U)
uncommon
Ghost of Saltmarsh
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Staff of Fire (VR-A)
very_rare
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
Show
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Earhorn of Hearing (C)
common
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the Deafened condition on you.
Ring of Necrotic resistance (R)
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Ring, Rare
You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet.
Cube of Force (R-A)
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell Charge Cost
Mage Armor
1
Shield
1
Tiny Hut
3
Private Sanctum
4
Resilient Sphere
4
Wall of Force
5
Flying Carpet 4 ft. × 6 ft. 400 lb. 60 feet (VR)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, Very Rare
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
Manual of Quickness of Action (VR)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Staff of Power (VR-A)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
Rod of Alertness (VR-A)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Rod, Very Rare (Requires Attunement)
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.
Spells. While holding the rod, you can cast the following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.
Berserkers Greataxe (R-A)
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Greataxe), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Defender Halberd (L-A)
legendary
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Halberd), Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Scimitar of Vengeance (U-A)
uncommon
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Scimitar), Uncommon (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Javelin of Backbiting (VR-A)
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Cloak of the Manta Ray (U-A)
uncommon
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Cloak of the Manta Ray
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.
+1 Scale Mail (R)
rare
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Made of magically strengthened driftwood with coral embellishments.
Necklace of Adaptation (U-A)
uncommon
CCC-RPSG-02 Ooze next?
CCC-RPSG-02 Ooze next?
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Tyr's Justice (Greatsword +2) (R)
rare
CCC-GHC-08 Death in the Ruins
CCC-GHC-08 Death in the Ruins
Show
Notes:
Tyr's Justice (Greatsword +2)
Weapon (Greatsword), Rare
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
HISTORY
From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.” GLORY BE TO YOU ALMIGHTY LORD OF JUSTICE. IN YOU, LORD, I PUT MY TRUST; MAY I NEVER BE PUT TO SHAME. IN YOUR JUSTICE, SET ME FREE, TURN YOUR EAR TO ME; MAKE HASTE TO RESCUE ME. BE MY RAMPART, MY FORTIFICATION; KEEP ME SAFE. FOR YOU ARE MY STRENGTH AND MY REFUGE, I KNOW YOU WILL HELP ME. INTO YOUR HANDS, I COMMEND MY SPIRIT: YOU HAVE REDEEMED ME, LORD GOD OF JUSTICE.
Ring of the Ram (R-A)
rare
CCC-GHC-07 The River Runs Red
CCC-GHC-07 The River Runs Red
Show
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
"Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring."
Last Light of Northkeep (Candle of the Deep) (C)
common
CCC-BMW-02-City in the Dephts
CCC-BMW-02-City in the Dephts
Show
Notes:
Last Light of Northkeep (Candle of the Deep)
Wondrous object, Common
This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +1 breastplate (R) | rare | Ghost of Saltmarsh: Tammeraut’s Fate | Ghost of Saltmarsh: Tammeraut’s Fate | Show | ||
|
Notes:
Breastplate +1 You have a +1 bonus to AC while wearing this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) |
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| Sentinel shield (U) | uncommon | Ghost of Saltmarsh | DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey | Show | ||
|
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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| Staff of Fire (VR-A) | very_rare | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
|
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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| Earhorn of Hearing (C) | common | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
|
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the Deafened condition on you. |
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| Ring of Necrotic resistance (R) | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Ring, Rare You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet. |
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| Cube of Force (R-A) | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces |
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| Flying Carpet 4 ft. × 6 ft. 400 lb. 60 feet (VR) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. |
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| Manual of Quickness of Action (VR) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | 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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. |
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| Staff of Power (VR-A) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. |
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| Rod of Alertness (VR-A) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn. |
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| Berserkers Greataxe (R-A) | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Greataxe), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. |
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| Defender Halberd (L-A) | legendary | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Halberd), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. |
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| Scimitar of Vengeance (U-A) | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Scimitar), Uncommon (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. |
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| Javelin of Backbiting (VR-A) | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Spear of Backbiting Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. |
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| Cloak of the Manta Ray (U-A) | uncommon | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
|
Notes:
Cloak of the Manta Ray 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. |
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| +1 Scale Mail (R) | rare | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
|
Notes:
Made of magically strengthened driftwood with coral embellishments. |
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| Necklace of Adaptation (U-A) | uncommon | CCC-RPSG-02 Ooze next? | CCC-RPSG-02 Ooze next? | Show | ||
|
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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| Tyr's Justice (Greatsword +2) (R) | rare | CCC-GHC-08 Death in the Ruins | CCC-GHC-08 Death in the Ruins | Show | ||
|
Notes:
Tyr's Justice (Greatsword +2) HISTORY From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.” GLORY BE TO YOU ALMIGHTY LORD OF JUSTICE. IN YOU, LORD, I PUT MY TRUST; MAY I NEVER BE PUT TO SHAME. IN YOUR JUSTICE, SET ME FREE, TURN YOUR EAR TO ME; MAKE HASTE TO RESCUE ME. BE MY RAMPART, MY FORTIFICATION; KEEP ME SAFE. FOR YOU ARE MY STRENGTH AND MY REFUGE, I KNOW YOU WILL HELP ME. INTO YOUR HANDS, I COMMEND MY SPIRIT: YOU HAVE REDEEMED ME, LORD GOD OF JUSTICE. |
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| Ring of the Ram (R-A) | rare | CCC-GHC-07 The River Runs Red | CCC-GHC-07 The River Runs Red | Show | ||
|
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." |
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| Last Light of Northkeep (Candle of the Deep) (C) | common | CCC-BMW-02-City in the Dephts | CCC-BMW-02-City in the Dephts | Show | ||
|
Notes:
Last Light of Northkeep (Candle of the Deep) Wondrous object, Common This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel. |
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