Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ BlackRazor, Wave, Whelm-at T4-choose 1 to wield legendary TTYP-White Plume Mountain TTYP-White Plume Mountain Show
Notes:

BlackRazor
Weapon (greatsword), legendary (requires attunement by a Creature of Non-Lawful Alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter
While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience
Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality
Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient,

Whelm
Weapon (trident), legendary (requires attunement by a Creature that Worships a God of the Sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience
Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality
When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.

The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Wave
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.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Ring of Invisibility legendary DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

☐ Ioun Stone of Mastery legendary DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) Show
Notes:

Wondrous Item, Legendary (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.
Your proficiency bonus increases by 1 while this pale
green prism orbits your head.
Knave’s

☐ Spell Scroll of Word of Recall very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ GreatAxe +2 very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Ring of Shooting Stars very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

☐ Dwarven Plate very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King 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.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

☐ Staff of Frost very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

☐ Skyfist Weapon (Dwarven Thrower) (warhammer) very_rare DDEP4-Reclamation of Phlan DDEP4-Reclamation of Phlan Show
Notes:

Skyfist (Dwarven Thrower) Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in soft green dragonskin leather. Affixed to an iron ring in the pommel is a strip of tattered (but indestructible), blood-stained parchment inscribed with a Dwarven battle canticle. When used in battle, the hammer reads the canticle aloud in a deep, resonating voice audible within 30 feet of the Weapon.

☐ Staff of Power very_rare DDEP4-Reclamation of Phlan DDEP4-Reclamation of Phlan Show
Notes:

Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

☐ Cloak of Arachnida very_rare DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) DDAL-DRW-EP-04 Tears Among the Stars (Tier 3) Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with
faint silvery threads. While wearing it, you gain the
following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces
and upside down along ceilings, while leaving your
hands free.
• You can’t be caught in webs of any sort and can move
through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13).
The web created by the spell fills twice its normal area.
Once used, this property of the cloak can’t be used again
until the next dawn.

☐ Mace +2 very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Potion of Vitality very_rare DDAL-DRW14-The City that Should Not Be DDAL-DRW14-The City that Should Not Be Show
Notes:

Potion, Very Rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend. The potion’s crimson
liquid regularly

☐ Arrows of Slaying very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

☐ Belt of Stone Giant Strength very_rare DDAL-DRW14-The City that Should Not Be DDAL-DRW14-The City that Should Not Be Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles
covered in blinking eyes. The tentacles wrap around your
waist and frequently squeeze you of their own accord.
While wearing this belt, your Strength score changes to
23. The item has no effect on you if your Strength without
the belt is equal to or greater than 23.

☐ Frost Brand Greatsword very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Plate Armor +2 very_rare DDHC-Curse of Strahd Service Awards Applied Show
Notes:

Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.

☐ Potion of Cloud Giant Strength very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Nolzur's Marvelous Pigments very_rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

☐ Spell Scroll of Gate very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show