Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Anstruth Harp
very_rare
DDAL05-18 The Mysterious Isle
Show
Whelm
legendary
DDHC-TYP Tales from the Yawning Portal : Chapter 4 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.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dungeon Master's Guide , pg. 218
Hand Crossbow +3
very_rare
DDAL05-18 The Mysterious Isle
Show
Plate +2
very_rare
DDAL05-18 The Mysterious Isle
Show
Greataxe +3
very_rare
DDAL05-18 The Mysterious Isle
Show
Blessing of Protection
common
DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain
Show
Szass Tam's Arcane Essence
unique
DDEP00-01 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.
Deathshield ( Defender Greatsword )
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any
attacks that turn. For example, you could reduce the bonus
to your attack and damage rolls to +1 and gain a +2 bonus
to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain
a bonus to AC from it. This item is found in the Dungeon
Master’s Guide.
This defender is a greatsword and is made out of crude
black iron. Inscribed upon the blade in Abyssal is the name
Deathshield
Bloodfury Tattoo
legendary
DDAL-DRW20 The Death of Szass Tam
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Ascendant Gem Dragon-Touched Focus
legendary
DDAL-DRW19 Fall the Cold Night
Show
Notes:
Wondrous item, legendary (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.
Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding an Ascendant focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Ascendant. An asterisk indicates a new spell that appears in this book.
Gem. Rary's telepathic bond, Raulothim's psychic lance
In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn.
Rogue's Respite ( Studded Leather Armor +3 )
legendary
PS-DC-OG-01 Into the Earth
Show
Notes:
‘Rogue’s Respite’
Studded Leather +3, with Delver minor property (Armor, Legendary)
Delver: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
This suit of Studded Leather armor is black in color and made from the underbelly hide of a great black dragon. Unlike dragon scales, it is soft & pliable, allowing it to be formed into leather armor. The studs of the armor are diamonds drawn from the elemental plane of Earth and are enchanted not to gleam, so the wearer’s Stealth is not affected. Diamonds may not be removed, and neither the armor nor the stones will retain magic or have any value if somehow separated from each other.
Defender Scimitar
legendary
Trade Log
Show
Rod of Resurrection
legendary
Trade Log
Show
Notes:
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance.
Horn of Valhalla ( Iron )
legendary
Trade Log
Show
Plate +3 w/ Guardian
legendary
PS-DC-AUG-01 Celestia has Fallen
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor. Source: DMG.
This plate armor was recovered from the ursine archons that guard the gate to Mount Celestia. It still smells of bear.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Tome of Understanding
very_rare
Trade Log
Show
Road of the Pactkeeper +3
very_rare
Trade Log
Show
Notes:
Rod, Very Rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Spellguard Shield
very_rare
CCC-ROZK-0103 Necromancer’s Ascent
Show
Notes:
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Staff of Power
very_rare
DDAL05-19 The Eye of Xxiphu
Show
Ring of Telekenesis
very_rare
Tomb of Horrors
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Anstruth Harp | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Whelm | legendary | DDHC-TYP Tales from the Yawning Portal : Chapter 4 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 Shock Wave Supernatural Awareness Sentience 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 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. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide , pg. 218 |
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Hand Crossbow +3 | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Plate +2 | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Greataxe +3 | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Blessing of Protection | common | DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain | Show | |||
Szass Tam's Arcane Essence | unique | DDEP00-01 The Red War | Show | |||
Notes:
Epic boon, unique |
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Deathshield ( Defender Greatsword ) | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
Notes:
Weapon (greatsword), legendary (requires attunement) |
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Bloodfury Tattoo | legendary | DDAL-DRW20 The Death of Szass Tam | Show | |||
Notes:
Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. |
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Ascendant Gem Dragon-Touched Focus | legendary | DDAL-DRW19 Fall the Cold Night | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding an Ascendant focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Ascendant. An asterisk indicates a new spell that appears in this book. Gem. Rary's telepathic bond, Raulothim's psychic lance In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn. |
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Rogue's Respite ( Studded Leather Armor +3 ) | legendary | PS-DC-OG-01 Into the Earth | Show | |||
Notes:
‘Rogue’s Respite’ This suit of Studded Leather armor is black in color and made from the underbelly hide of a great black dragon. Unlike dragon scales, it is soft & pliable, allowing it to be formed into leather armor. The studs of the armor are diamonds drawn from the elemental plane of Earth and are enchanted not to gleam, so the wearer’s Stealth is not affected. Diamonds may not be removed, and neither the armor nor the stones will retain magic or have any value if somehow separated from each other. |
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Defender Scimitar | legendary | Trade Log | Show | |||
Rod of Resurrection | legendary | Trade Log | Show | |||
Notes:
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance. |
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Horn of Valhalla ( Iron ) | legendary | Trade Log | Show | |||
Plate +3 w/ Guardian | legendary | PS-DC-AUG-01 Celestia has Fallen | Show | |||
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Source: DMG. |
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Tome of Understanding | very_rare | Trade Log | Show | |||
Road of the Pactkeeper +3 | very_rare | Trade Log | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Warlock) |
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Spellguard Shield | very_rare | CCC-ROZK-0103 Necromancer’s Ascent | Show | |||
Notes:
Armor (shield), very rare (requires attunement) This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Staff of Power | very_rare | DDAL05-19 The Eye of Xxiphu | Show | |||
Ring of Telekenesis | very_rare | Tomb of Horrors | Show |