Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Whelm
legendary
DDHC-TYP Tales from the Yawning Portal 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.
Wave
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Wand of Smiles
common
DDIA-XGE Underworld Speculation
Show
Notes:
This wand was carved from black walnut and has a lacquered finish with a grinning face carved into one end.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a
humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or
be forced to smile for 1 minute. More information is available in Xanathar's Guide to Everything.
Wand of Fireballs
rare
CCC-BWM-07-01 The Beast Beneath
Show
Notes:
Green Fire of Screaming Goblins
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell ( save DC 15 ) from it. For 1 charge, you cast the 3rd level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Temperate Pipe of Rememberance
common
SJ-DC-IGC-ECP-03 Conflagration
Show
Notes:
This pipe is covered with Ignan symbols for fire and the bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Sword of Vengeance ( Longsword )
rare
Against the Giants
Show
Stone of Good Luck ( Luckstone )
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Staff of the Woodlands
rare
DDAL07-08 Putting theDead to Rest
Show
Notes:
Weapon (quarterstaff), rare (requires attunement by
a druid)
This item has been meticulously trimmed and
tended to in such a way that it appears to be a
smaller version of one of the immense jungle trees in
Chult. The staff’s creator even went so far as to
create a small diorama of what looks like a tiny
village in the upper reaches of the staff’s branches—
complete with tiny, string bridges connecting tiny,
straw houses. This item can be found in the Dungeon
Master’s Guide.
This staff can be wielded as a magic quarterstaff
that grants a +2 bonus to attack and damage rolls
made with it. While holding it, you have a +2 bonus
to spell attack rolls. The staff has 10 charges for the
following properties. It regains 1d6 + 4 expended
charges daily a dawn. If you expend the last charge,
roll a d20. On a 1, the staff loses its properties and
becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more
of the staff’s charges to cast one of the following
spells from it, using your spell save DC: animal
friendship (1 charge), awaken (5 charges),
barkskin (2 charges), locate animals or plants (2
charges), speak with animals (1 charge), speak with
plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without
trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end
of the staff in fertile earth and expend I charge to
transform the staff into a healthy tree. The tree is 60
feet tall and has a 5-foot-diameter trunk, and its
branches at the top spread out in a 20-foot radius.
The tree appears ordinary but radiates a faint aura
of transmutation magic if targeted by detect magic.
While touching the tree and using another action to
speak its command word, you return the staff to its
normal form. Any creature in the tree falls when it
reverts to a staff
Staff of Healing
rare
CCC-GHC-BK2-08 Ancient Rivals
Show
Notes:
This smoky gray staff is carved from the hardiest of duskwood trees. It is intricately carved with white and green lacquered symbols, all dedicated to the goddess Eldath.
Shortbow +1
uncommon
Trade Log
Show
Shield of Missile Attraction
rare
Against the Giants
Show
Shield +3
very_rare
DDAL05-18 The Mysterious Isle
Show
Shield +2
rare
Trade Log
Show
Sentinel Shield
uncommon
Trade Log
Show
Rope of Entanglement
rare
DDAL07-07 Rotting Roots
Show
Rod of the Pactkeeper +2
rare
Trade Log
Show
Notes:
Flavor: This rod has an opal carved like a clawed fist clutching a
skull at its tip. The haft is covered in the names of angels,
written backwards in Infernal.
Rod of Absorption
very_rare
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols.
8 lvls
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Ring, rare (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.
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Pot of Awakening
common
DDIA-XGE Underworld Speculation
Show
Notes:
This clay pot is stamped with an oak leaf, the holy symbol of Silvanus.
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically
transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time.
More information is available in Xanathar's Guide to Everything.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Whelm | legendary | DDHC-TYP Tales from the Yawning Portal 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. |
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Wave | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Wand of Smiles | common | DDIA-XGE Underworld Speculation | Show | |||
Notes:
This wand was carved from black walnut and has a lacquered finish with a grinning face carved into one end. |
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Wand of Fireballs | rare | CCC-BWM-07-01 The Beast Beneath | Show | |||
Notes:
Green Fire of Screaming Goblins |
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Temperate Pipe of Rememberance | common | SJ-DC-IGC-ECP-03 Conflagration | Show | |||
Notes:
This pipe is covered with Ignan symbols for fire and the bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Sword of Vengeance ( Longsword ) | rare | Against the Giants | Show | |||
Stone of Good Luck ( Luckstone ) | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of the Woodlands | rare | DDAL07-08 Putting theDead to Rest | Show | |||
Notes:
Weapon (quarterstaff), rare (requires attunement by |
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Staff of Healing | rare | CCC-GHC-BK2-08 Ancient Rivals | Show | |||
Notes:
This smoky gray staff is carved from the hardiest of duskwood trees. It is intricately carved with white and green lacquered symbols, all dedicated to the goddess Eldath. |
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Shortbow +1 | uncommon | Trade Log | Show | |||
Shield of Missile Attraction | rare | Against the Giants | Show | |||
Shield +3 | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Shield +2 | rare | Trade Log | Show | |||
Sentinel Shield | uncommon | Trade Log | Show | |||
Rope of Entanglement | rare | DDAL07-07 Rotting Roots | Show | |||
Rod of the Pactkeeper +2 | rare | Trade Log | Show | |||
Notes:
Flavor: This rod has an opal carved like a clawed fist clutching a |
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Rod of Absorption | very_rare | CCC-HATMS02-02 Something Vile This Way Comes | Show | |||
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols. |
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Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) 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. |
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Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Pot of Awakening | common | DDIA-XGE Underworld Speculation | Show | |||
Notes:
This clay pot is stamped with an oak leaf, the holy symbol of Silvanus. |