Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Whelm
legendary
White Plum Mountain Reward for returning all weapons
DDHC-TYP-White Plume Mountain
Show
Notes:
Whelm
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.
Tantacle of Mending (Rope of Mending)
common
Elder Brain Dragon
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.
Stone of Good Luck
uncommon
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Steel
very_rare
Traded from Glabbagool
Trade Log
Show
Staff of the Woodlands
rare
White Plum Mountain Reward for returning two weapons
DDHC-TYP-White Plume Mountain
Show
Smokepowder (*)
uncommon
Trade Log
Show
Shadowneedle (Unbreakable Arrow)
common
Dwarven Ghost
CCC-BMG-MOON4-3 Gate to the Unknown
Show
Notes:
Shadowneedle (Unbreakable Arrow)
Weapon (arrow), common (Common Table)
One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
This item can be found in Xanathar’s Guide to Everything.
Serpent Scale Armor
uncommon
Original Source: DDHC-CM-07 Book of Cylinders
Trade Log
Show
Notes:
Traded from Sideth
Ring of Spell Storing
rare
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Contains 2xMirror Image
Ring of Protection
rare
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Pyrite Pleisosaurus
uncommon
Traded from Silk
Trade Log
Show
Porpherio’s Heart (Periapt of Health)
uncommon
Cave
CCC-BMG-MOON4-3 Gate to the Unknown
Show
Notes:
Porpherio’s Heart (Periapt of Health)
Wondrous Item, uncommon (Table C)
This crimson, heart-shaped jewel hangs from a delicate, silver chain. On it is inscribed, “My dearest Porpherio, sealer of my fate… May you forgive me for the choices I made and must further make. May your garden flourish until the end of time. I love you with all of my broken heart. Eternally yours, Ariel.”
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed to you while you wear the pendant.
This item can be found on Table C in the Dungeon Master’s Guide.
Phoenix Tear (Elemental Essence Shard)
rare
Adventure Reward
SJ-DC-MONSTER-01 Phoenix
Show
Notes:
Elemental Essence Shard
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
“The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.”
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Opal of the Ild Rune
rare
Giant Corpse
Rewards As A Player (2/5): DDHC-SKT Storm King’s Thunder
Show
Notes:
Opal of the Ild Rune
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Moon-Touched Greatsword
common
House Area in Feywild
CCC-BMG MOON 6-2 Troubled Visions
Show
Notes:
The blade is thin to the point of being paper.
Geometric runes run along its length, in stark contrast to the sweeping elven make.
The script is unknown, but purportedly (or with the help of comprehend languages) it reads:
“I am but a shard. Find Xintocan.”
Manual of Quickness of Action
very_rare
Traded with Noxius Nadarr
Trade Log
Show
Longbow of Melodies (Guardian)
very_rare
Present from a prisoner
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls
Iron Bands of Bilarro
rare
Armory
DDHC-CM Zikran's Zephyrean Tome
Show
Notes:
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Instrument of the Bards (Doss Lute)
uncommon
Adventure Reward
CCC-TAROT- 02-02 Guardians Scourge
Show
Notes:
Instrument of the Bards (Doss Lute)
Wondrous item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.
Doss Lute Spells:
Animal friendship,
fly,
invisibility,
levitate,
protection from energy (fire only),
protection from evil and good,
protection from poison
Instrument of Scribing
common
Traded from Greg Wyrmvalor
Trade Log
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
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Whelm | legendary | White Plum Mountain Reward for returning all weapons | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Whelm 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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Tantacle of Mending (Rope of Mending) | common | Elder Brain Dragon | FR-DC-MIND Mindflayed Adventures | Show | ||
Notes:
Source: Xanathar's Guide to Everything Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind. |
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Stone of Good Luck | uncommon | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Steel | very_rare | Traded from Glabbagool | Trade Log | Show | ||
Staff of the Woodlands | rare | White Plum Mountain Reward for returning two weapons | DDHC-TYP-White Plume Mountain | Show | ||
Smokepowder (*) | uncommon | Trade Log | Show | |||
Shadowneedle (Unbreakable Arrow) | common | Dwarven Ghost | CCC-BMG-MOON4-3 Gate to the Unknown | Show | ||
Notes:
Shadowneedle (Unbreakable Arrow) One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver. |
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Serpent Scale Armor | uncommon | Original Source: DDHC-CM-07 Book of Cylinders | Trade Log | Show | ||
Notes:
Traded from Sideth |
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Ring of Spell Storing | rare | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Contains 2xMirror Image |
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Ring of Protection | rare | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Pyrite Pleisosaurus | uncommon | Traded from Silk | Trade Log | Show | ||
Porpherio’s Heart (Periapt of Health) | uncommon | Cave | CCC-BMG-MOON4-3 Gate to the Unknown | Show | ||
Notes:
Porpherio’s Heart (Periapt of Health) Wondrous Item, uncommon (Table C) This crimson, heart-shaped jewel hangs from a delicate, silver chain. On it is inscribed, “My dearest Porpherio, sealer of my fate… May you forgive me for the choices I made and must further make. May your garden flourish until the end of time. I love you with all of my broken heart. Eternally yours, Ariel.” You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed to you while you wear the pendant. This item can be found on Table C in the Dungeon Master’s Guide. |
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Phoenix Tear (Elemental Essence Shard) | rare | Adventure Reward | SJ-DC-MONSTER-01 Phoenix | Show | ||
Notes:
Elemental Essence Shard This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. “The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.” Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Opal of the Ild Rune | rare | Giant Corpse | Rewards As A Player (2/5): DDHC-SKT Storm King’s Thunder | Show | ||
Notes:
Opal of the Ild Rune Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. |
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Moon-Touched Greatsword | common | House Area in Feywild | CCC-BMG MOON 6-2 Troubled Visions | Show | ||
Notes:
The blade is thin to the point of being paper. |
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Manual of Quickness of Action | very_rare | Traded with Noxius Nadarr | Trade Log | Show | ||
Longbow of Melodies (Guardian) | very_rare | Present from a prisoner | FR-DC-MIND Mindflayed Adventures | Show | ||
Notes:
Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls |
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Iron Bands of Bilarro | rare | Armory | DDHC-CM Zikran's Zephyrean Tome | Show | ||
Notes:
Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Instrument of the Bards (Doss Lute) | uncommon | Adventure Reward | CCC-TAROT- 02-02 Guardians Scourge | Show | ||
Notes:
Instrument of the Bards (Doss Lute) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide. Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune. Doss Lute Spells: |
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Instrument of Scribing | common | Traded from Greg Wyrmvalor | Trade Log | Show |