Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
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.
+1 All-Purpose-Tool
uncommon
5th Level Season 11 Reward
Trade Log
Show
Smokepowder (*)
uncommon
Trade Log
Show
Cloak of Protection
uncommon
Adventure Reward
CCC-BMG MOON 6-1 A Reopened Eye
Show
Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
This cloak seems to be made of finely woven leaves, and the clasp is gleaming silver etched in elegant patterns.
You gain a +1 bonus to AC and saving throws while you wear this cloak.
This item is found on Magic Item Table F in the Dungeon Master’s Guide.
Gloves of Missile Snaring
uncommon
Traded from Lele Oropesa DCI#4320843123
Trade Log
Show
Notes:
Original Source: DDHC-DMM Level 12: Maze Level
Manual of Quickness of Action
very_rare
Traded with Noxius Nadarr
Trade Log
Show
Cloak of the Raven
rare
Reward of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Cloak of the Bat
Wondrous item, major tier, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Gwa’thern Faln (Longbow+1 that doubles as a Quarterstaff+1)
rare
Reward from the Elves
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Gwa’thern Faln
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Heward's Handy Spice Pouch
common
Infinite Inscriptions
PO-BK1-02 Trust No One
Show
Notes:
Heward's Handy Spice Pouch
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Blessing of Protection
unique
White Plum Mountain Reward for returning all weapons
DDHC-TYP-White Plume Mountain
Show
Staff of the Woodlands
rare
White Plum Mountain Reward for returning two weapons
DDHC-TYP-White Plume Mountain
Show
Goggles of Night
uncommon
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Stone of Good Luck
uncommon
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Boots of Striding and Springing
uncommon
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Ring of Protection
rare
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Ring of Spell Storing
rare
White Plum Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Contains 2xMirror Image
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.
Clockwork Amulet
common
Traded with Sorsha
Trade Log
Show
Serpent Scale Armor
uncommon
Original Source: DDHC-CM-07 Book of Cylinders
Trade Log
Show
Notes:
Traded from Sideth
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.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
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. |
||||||
+1 All-Purpose-Tool | uncommon | 5th Level Season 11 Reward | Trade Log | Show | ||
Smokepowder (*) | uncommon | Trade Log | Show | |||
Cloak of Protection | uncommon | Adventure Reward | CCC-BMG MOON 6-1 A Reopened Eye | Show | ||
Notes:
Cloak of Protection This cloak seems to be made of finely woven leaves, and the clasp is gleaming silver etched in elegant patterns. You gain a +1 bonus to AC and saving throws while you wear this cloak. |
||||||
Gloves of Missile Snaring | uncommon | Traded from Lele Oropesa DCI#4320843123 | Trade Log | Show | ||
Notes:
Original Source: DDHC-DMM Level 12: Maze Level |
||||||
Manual of Quickness of Action | very_rare | Traded with Noxius Nadarr | Trade Log | Show | ||
Cloak of the Raven | rare | Reward of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. Cloak of the Bat While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
||||||
Gwa’thern Faln (Longbow+1 that doubles as a Quarterstaff+1) | rare | Reward from the Elves | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Gwa’thern Faln |
||||||
Heward's Handy Spice Pouch | common | Infinite Inscriptions | PO-BK1-02 Trust No One | Show | ||
Notes:
Heward's Handy Spice Pouch This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. |
||||||
Blessing of Protection | unique | White Plum Mountain Reward for returning all weapons | DDHC-TYP-White Plume Mountain | Show | ||
Staff of the Woodlands | rare | White Plum Mountain Reward for returning two weapons | DDHC-TYP-White Plume Mountain | Show | ||
Goggles of Night | uncommon | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Stone of Good Luck | uncommon | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Boots of Striding and Springing | uncommon | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Ring of Protection | rare | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Ring of Spell Storing | rare | White Plum Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Contains 2xMirror Image |
||||||
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. |
||||||
Clockwork Amulet | common | Traded with Sorsha | Trade Log | Show | ||
Serpent Scale Armor | uncommon | Original Source: DDHC-CM-07 Book of Cylinders | Trade Log | Show | ||
Notes:
Traded from Sideth |
||||||
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. |