Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Quiver of Ehlonna
uncommon
DM Service Rewards
Purchase Log
Show
Notes:
Quiver of Ehlonna
DMG
p189
Wondrous item, uncommon
Major tier
2 lb.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Goggles of Night
uncommon
DDEX1-4 Dues for the Dead
DDEX1-4 Dues for the Dead
Show
Notes:
Wondrous Item, Minor, Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Magic Item Table B - TP Cost 8 - Available at tiers 1-4
Belt of Hill Giant Strength
rare
CCC-LINKS-01 Champion of the People
CCC-LINKS-01 Champion of the People
Show
Notes:
Wondrous Item, rare (requires attunement)
Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. This belt is a belt of Hill giant strength, and grants a strength of 21.
Berserker Battleaxe
rare
DDHC-TYP Hidden Shrine of Tamoachan
Show
Notes:
Berserker Battleaxe +2
Weapon (any axe), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Those who approach within reach of it feel a cold chill run up and down their spine, and anyone who tries to pull the axe from the wall finds it impossible to do so.
The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can’t be picked up by another as long as its current owner, Tloques, remains alive. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Quiver of Ehlonna | uncommon | DM Service Rewards | Purchase Log | Show | ||
Notes:
Quiver of Ehlonna You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Goggles of Night | uncommon | DDEX1-4 Dues for the Dead | DDEX1-4 Dues for the Dead | Show | ||
Notes:
Wondrous Item, Minor, Uncommon |
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Belt of Hill Giant Strength | rare | CCC-LINKS-01 Champion of the People | CCC-LINKS-01 Champion of the People | Show | ||
Notes:
Wondrous Item, rare (requires attunement) Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. This belt is a belt of Hill giant strength, and grants a strength of 21. |
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Berserker Battleaxe | rare | DDHC-TYP Hidden Shrine of Tamoachan | Show | |||
Notes:
Berserker Battleaxe +2 You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can’t be picked up by another as long as its current owner, Tloques, remains alive. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. |
Unlocked Magic Items
Name
Rarity
Tier
Location ▼
Table
Result
Source
Ring of Warmth
uncommon
2
DDHC-WDH Waterdeep Dragon Heist - Chapter 4
DDHC-WDH Waterdeep Dragon Heist - Chapter 4
Show
Notes:
Ring of Warmth (Tier 1, Table F, 16 TCP)
Ring of Warmth
Ring, Major, Uncommon (Requires Attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Glamoured Studded Leather Armour
rare
2
DDAL09-06 Infernal Insurgency
DDAL09-06 Infernal Insurgency
Show
Notes:
DMG
p172
Light armor, major tier, rare
13 lb. AC 12 + Dex
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Found On: Magic Item Table G
Source: DMG, page 172. Available in the SRD.
Moontouched Rapier
common
1
DDHC-WDH-03. Blue Alley
Show
Notes:
Weapon (rapier), common
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.
Wand of Pyrotechnics
common
2
DDHC WDH-03 Blue Alley
Show
Notes:
Wand, common. Costs 2TCP
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Talking Doll
common
2
DDHC WDH-03 Blue Alley
Show
Notes:
Wondrous Item, common (requires attunement) Costs 2 TCP
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
Name | Rarity | Tier | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Ring of Warmth | uncommon | 2 | DDHC-WDH Waterdeep Dragon Heist - Chapter 4 | DDHC-WDH Waterdeep Dragon Heist - Chapter 4 | Show | ||
Notes:
Ring of Warmth (Tier 1, Table F, 16 TCP) Ring of Warmth Ring, Major, Uncommon (Requires Attunement) |
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Glamoured Studded Leather Armour | rare | 2 | DDAL09-06 Infernal Insurgency | DDAL09-06 Infernal Insurgency | Show | ||
Notes:
DMG Found On: Magic Item Table G |
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Moontouched Rapier | common | 1 | DDHC-WDH-03. Blue Alley | Show | |||
Notes:
Weapon (rapier), common |
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Wand of Pyrotechnics | common | 2 | DDHC WDH-03 Blue Alley | Show | |||
Notes:
Wand, common. Costs 2TCP This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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Talking Doll | common | 2 | DDHC WDH-03 Blue Alley | Show | |||
Notes:
Wondrous Item, common (requires attunement) Costs 2 TCP While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. |