Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
🏠 Cloak of Billowing common Roll20 DDHC-XGE-01: Rats of Waterdeep Show
Notes:

This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.

This item can be found in Xanathar’s Guide to Everything.

✅Cloak of Many Fashions common CCC-GSP01-03 Tainted Love Show
Notes:

Wondrous item, common

It is a bright orange cloak and designed with large brown diagonal lines. This garment is of fine quality and underneath, the brand, “Cadorna,” is embroidered on it.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

✅Devil King High School Uniform (Clothes of Mending) common CCC-GSP04-01 Devil King High School: Year One Show
Notes:

This standard set of clothing for students is a combination of black trousers or a red skirt, together with a black top decorated with gold outlines and buttons. The fabric of the uniform is specially made to make it easy and comfortable to wear under armor.

🏠Whelm legendary DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Notes:

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.

❎Blessing of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Notes:

*3. Third Weapon Returned. *

Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions.

🏠 Animated Shield very_rare DDEP08-03 Last Orders at the Yawning Show
Notes:

Animated Shield: Shield, Very Rare (requires attunement) - This shield appears as the head of a large beer keg, ringed by a rusty iron band. Whenever the shield is struck by a blow, a chorus of cheering dwarven voices are heard. While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

☑️Belt of Fire giant Strength very_rare DDEP3 Blood Above, Blood Below Show
Notes:

Wondrous Item, very rare

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.

✅Dread Helm common CCC-BWM-003 A Tale of Two Towers Show
Notes:

Wondrous item, minor tier, common

This fearsome steel helm makes your eyes glow red while you wear it.

☑️Midnight Phateon's Horn very_rare CCC-ODFC02-03 - Night's Bright Dawning Show
Notes:

Midnight Phateon's Horn

Weapon (any melee piercing), very rare -> War Pick
You gain a +3 bonus to attack and damage rolls with this weapon, which takes the form of any melee piercing weapon of your choice (choice made when item is received and is permanent from then on).
The weapon retains the glittering, pearlescent sheen and spiraling patternof the unicorn’s horn.
Additionally, anyone holding the weapon can say Phaetonto cause the weapon to glow with bright light for a radius of 20 feet and dim light for a further 20 feet. The light lasts for 1 hour or until someone holding the weapon saysMidnight. Any good aligned creatures in the bright light feel slightly more at ease (no mechanical effect), as if caressed by the first rays of moonlight on a dark night.

☑️Mantle of Deziwai (Mantle of Resistance) rare 6 Win DDEP08-02 Stardock Under Siege Show
Notes:

Wondrous item, rare (requires attunement).

The Mantle of Deziwai is a mantle of spell resistance that was used by an ancient githyanki warrior who led the war against the illithids at the start of time. It has been passed down through the ranks of those who have fought against the mind flayers and their minions.

You have advantage on saving throws against spells while you wear this cloak.

☑️Dwarven Plate very_rare CCC-TRI-10-Contact Show
Notes:

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide.

☑️ Manual of Bodily Health very_rare CCC-QCC2017 - Delusions of Grandeur Show
Notes:

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

☑️Amulet of the Devout, +2 rare Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.