Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
Wand of the War Mage +3
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat
Wand of the War Mage +2
rare
Trade Log
Show
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack
Wand of Polymorph
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
This wand is made of what appears to be the skeletal finger of an unusually large humanoid. When wielded it occasionally flexes and twitches
Wand of Entangle
uncommon
DDHC-TYP Tales from the Yawning Portal The Sunless Citadel
Show
Tome of Clear Thought
very_rare
Trade Log
Show
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal Chapter 4 : 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
Trade Log
Show
Ring of the Ram
rare
Trade Log
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.
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : 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.
2 Mirror Images
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Free Action
rare
WBW-DC-CONMAR-04 A Pleasure Cruise
Show
Periapt of Health
uncommon
Trade Log
Show
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain
Show
Notes:
12-Lesser Restoration, 9-Cure Wounds lvl 2, 1-Bless, 18-Branding Smite, 16-Greater Restoration, 4-Bless
Masquerade Tattoo
common
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything.
During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute.
Illuminator's Tattoo
common
WBW-DC-CONMAR-04 A Pleasure Cruise
Show
Half Plate +2
very_rare
Trade Log
Show
Half Plate +2
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
This armor is made of thin plates of rune-engraved stone. While worn the wearer becomes proficient in Dwarvish
Gemstone Necklace
common
DDAL04-11 The Donjon
Show
Notes:
Trinket, common
This gemstone at the center of this rather homely
necklace glows as a light spell. This is the extent of
its enchantment.
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
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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. |
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Wand of the War Mage +3 | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat |
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Wand of the War Mage +2 | rare | Trade Log | Show | |||
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. |
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Wand of Polymorph | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
This wand is made of what appears to be the skeletal finger of an unusually large humanoid. When wielded it occasionally flexes and twitches |
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Wand of Entangle | uncommon | DDHC-TYP Tales from the Yawning Portal The Sunless Citadel | Show | |||
Tome of Clear Thought | very_rare | Trade Log | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of the Woodlands | rare | Trade Log | Show | |||
Ring of the Ram | rare | Trade Log | 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. |
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Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : 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. 2 Mirror Images |
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Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Free Action | rare | WBW-DC-CONMAR-04 A Pleasure Cruise | Show | |||
Periapt of Health | uncommon | Trade Log | Show | |||
Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain | Show | |||
Notes:
12-Lesser Restoration, 9-Cure Wounds lvl 2, 1-Bless, 18-Branding Smite, 16-Greater Restoration, 4-Bless |
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Masquerade Tattoo | common | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. 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. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything. During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute. |
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Illuminator's Tattoo | common | WBW-DC-CONMAR-04 A Pleasure Cruise | Show | |||
Half Plate +2 | very_rare | Trade Log | Show | |||
Half Plate +2 | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
This armor is made of thin plates of rune-engraved stone. While worn the wearer becomes proficient in Dwarvish |
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Gemstone Necklace | common | DDAL04-11 The Donjon | Show | |||
Notes:
Trinket, common This gemstone at the center of this rather homely necklace glows as a light spell. This is the extent of its enchantment. |
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Gauntlets of Ogre Power | uncommon | Trade Log | Show |