Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Whip +1
uncommon
DDHC -DD03 - The Will of Orcus
DDHC -DD03 - The Will of Orcus
Show
Notes:
Weapon (Whip), uncommon
Martial weapon, melee weapon
3 lb.
1d4 Slashing
Finesse, Reach
Mastery: Slow
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, 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. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Wand of Secrets
uncommon
DDHC -DD03 - The Will of Orcus
DDHC -DD03 - The Will of Orcus
Show
Notes:
Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Stirring Scaled Ornament
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
Stirring Dragon-Touched Focus
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Stirring Dragon's Wrath Warhammer
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Weapon (Warhammer), rare (requires attunement)
Martial weapon, melee weapon
5 lb.
1d8 Bludgeoning
Versatile (1d10)
Mastery: Push
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Stirring Dragon's Wrath Longbow
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Weapon (Longbow), rare (requires attunement)
Martial weapon, ranged weapon
2 lb.
1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Stirring Dragon's Wrath Halberd
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Weapon (Halberd), rare (requires attunement)
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Silvered Spear
common
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Weapon (Spear), common
Simple weapon, melee weapon
3 lb.
1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Silvered Spear
common
DDHC -DD05 - The Dragon of Najkir
DDHC -DD05 - The Dragon of Najkir
Show
Notes:
Weapon (Spear), common
Simple weapon, melee weapon
3 lb.
1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Ring of Jumping
uncommon
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Periapt of Health
uncommon
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Moon-Touched Scimitar
common
DDHC -DD03 - The Will of Orcus
DDHC -DD03 - The Will of Orcus
Show
Notes:
Weapon (Scimitar), common
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Finesse, Light
Mastery: Nick
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Moon-Touched Rapier
uncommon
DDHC -DD05 - The Dragon of Najkir
DDHC -DD05 - The Dragon of Najkir
Show
Notes:
Weapon (Rapier), common
Martial weapon, melee weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Moon-Touched Longsword
common
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Weapon (Longsword), common
Minor tier
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Mithral Breastplate
uncommon
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Medium armor (breastplate), uncommon
20 lb.
AC 14 + Dex (max 2)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Instrument of the Bards, Doss Lute
uncommon
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous item, uncommon (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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.
You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Horn of Blasting
rare
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous item, rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Heart of the Wyrm (Orb of Direction)
common
FR-DC-CHROME THE CHROMI CONCLAVE
FR-DC-CHROME THE CHROMI CONCLAVE
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice.
While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic."
Minor Property: Language (Draconic)
Greatsword of Vengeance
uncommon
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Weapon (Greatsword), uncommon (requires attunement)
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Greataxe +1
uncommon
DDHC -DD02 - Baker's Doesn't
DDHC -DD02 - Baker's Doesn't
Show
Notes:
Weapon, Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Whip +1 | uncommon | DDHC -DD03 - The Will of Orcus | DDHC -DD03 - The Will of Orcus | Show | ||
|
Notes:
Weapon (Whip), uncommon Finesse. When making an attack with a Finesse weapon, 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. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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| Wand of Secrets | uncommon | DDHC -DD03 - The Will of Orcus | DDHC -DD03 - The Will of Orcus | Show | ||
|
Notes:
Wand, uncommon |
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| Stirring Scaled Ornament | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. |
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| Stirring Dragon-Touched Focus | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a spellcaster) You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: |
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| Stirring Dragon's Wrath Warhammer | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Weapon (Warhammer), rare (requires attunement) Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
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| Stirring Dragon's Wrath Longbow | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Weapon (Longbow), rare (requires attunement) Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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| Stirring Dragon's Wrath Halberd | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Weapon (Halberd), rare (requires attunement) Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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| Silvered Spear | common | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Weapon (Spear), common Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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| Silvered Spear | common | DDHC -DD05 - The Dragon of Najkir | DDHC -DD05 - The Dragon of Najkir | Show | ||
|
Notes:
Weapon (Spear), common Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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| Ring of Jumping | uncommon | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Ring, uncommon (requires attunement) |
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| Periapt of Health | uncommon | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. |
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| Moon-Touched Scimitar | common | DDHC -DD03 - The Will of Orcus | DDHC -DD03 - The Will of Orcus | Show | ||
|
Notes:
Weapon (Scimitar), common Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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| Moon-Touched Rapier | uncommon | DDHC -DD05 - The Dragon of Najkir | DDHC -DD05 - The Dragon of Najkir | Show | ||
|
Notes:
Weapon (Rapier), common Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Moon-Touched Longsword | common | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
|
Notes:
Weapon (Longsword), common Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| Mithral Breastplate | uncommon | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Medium armor (breastplate), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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| Instrument of the Bards, Doss Lute | uncommon | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement by a bard) You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Horn of Blasting | rare | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous item, rare Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn. |
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| Heart of the Wyrm (Orb of Direction) | common | FR-DC-CHROME THE CHROMI CONCLAVE | FR-DC-CHROME THE CHROMI CONCLAVE | Show | ||
|
Notes:
Wondrous Item, Common |
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| Greatsword of Vengeance | uncommon | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
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Notes:
Weapon (Greatsword), uncommon (requires attunement) Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
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| Greataxe +1 | uncommon | DDHC -DD02 - Baker's Doesn't | DDHC -DD02 - Baker's Doesn't | Show | ||
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Notes:
Weapon, Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
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