Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Maya’s necklace (Periapt of proof against poison with sentinel undead property)
rare
FR-DC-PANDORA-JWEI-11
Show
Notes:
Wondrous Item, rare
Flavor
This dark-purple necklace bears the symbol of Mystryl. Its final bits of power wards off all poisons and glows when it detects undead creatures.
Manual of Quickness of Action
very_rare
Trade Log
Show
Manual of Gainful Exercise
very_rare
CCC-TRI-24 STORM 1-3 Knight Errand
Show
Notes:
Wondrous Item, very rare
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff
Mace of Terror
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Mace +2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Longbow +2
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 2+3)
Show
Longbow +1 (MORE STUFF TO BE ADDED)
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Lash of Immolation
rare
DDHC-GOG-01 Giants of the Star Forge
Show
Notes:
Weapon (whip), rare
Martial weapon, melee weapon
3 lb. 1d4 slashing - finesse, reach
The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.
Invoking the Rune.
When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to 2d6.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Source: BGG, page 113
Lantern of Revealing
uncommon
CCC-RPSG-04 The Waystop
Show
Notes:
Wondrous Item, Uncommon
The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk)
very_rare
SJ-DC-PANDORA-JWEI-04
Show
Notes:
Flavor
When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.
Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, very rare (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.
Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
This translucent green stone came from the Far Realm.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Instrument of the Bards: Anstruth Harp
very_rare
Trade Log
Show
Notes:
(wondrous item, very rare)
This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of
Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp.
Hell Hound Cloak
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Hell Hound Cloak
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, 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 cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Headsman's Axe
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit.
Harengon Spirit Club
unique
Feywilds
Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre)
Show
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdon (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.
Hand Crossbow +1
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Green Dragon Scale Mail
very_rare
DDHC-MORD-03 To Wake the Leviathan
Show
Notes:
medium armor, major tier, very rare (requires attunement)
Value/Weight: 45 lb.
Details: AC 14 + Dex (max 2)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Dexterity (Stealth) checks.
Greataxe+2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Maya’s necklace (Periapt of proof against poison with sentinel undead property) | rare | FR-DC-PANDORA-JWEI-11 | Show | |||
Notes:
Wondrous Item, rare Flavor |
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Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Manual of Gainful Exercise | very_rare | CCC-TRI-24 STORM 1-3 Knight Errand | Show | |||
Notes:
Wondrous Item, very rare This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff |
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Mace of Terror | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Mace +2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Longbow +2 | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 2+3) | Show | |||
Longbow +1 (MORE STUFF TO BE ADDED) | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Lash of Immolation | rare | DDHC-GOG-01 Giants of the Star Forge | Show | |||
Notes:
Weapon (whip), rare The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail. You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target. When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to 2d6. Once the rune has been invoked, it can't be invoked again until the next dawn. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
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Lantern of Revealing | uncommon | CCC-RPSG-04 The Waystop | Show | |||
Notes:
Wondrous Item, Uncommon The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions. While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) | very_rare | SJ-DC-PANDORA-JWEI-04 | Show | |||
Notes:
Flavor Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form. |
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Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, very rare (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. Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. This translucent green stone came from the Far Realm. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Instrument of the Bards: Anstruth Harp | very_rare | Trade Log | Show | |||
Notes:
(wondrous item, very rare) This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp. |
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Hell Hound Cloak | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Hell Hound Cloak | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form. Curse. This cloak is cursed with the essence of a hell hound, 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 cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
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Headsman's Axe | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit. |
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Harengon Spirit Club | unique | Feywilds | Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre) | Show | ||
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdon (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn. |
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Hand Crossbow +1 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Green Dragon Scale Mail | very_rare | DDHC-MORD-03 To Wake the Leviathan | Show | |||
Notes:
medium armor, major tier, very rare (requires attunement) Value/Weight: 45 lb. Details: AC 14 + Dex (max 2) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. The wearer has disadvantage on Dexterity (Stealth) checks. |
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Greataxe+2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show |