Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Figurine of Wondrous Power (Bronze Griffon) rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

☐ (R) Stout (+2 Longsword) rare CCC-GHC-BK1-05_For_the_Glory_of_Bloutar CCC-GHC-BK1-05_For_the_Glory_of_Bloutar Show
Notes:

Weapon (longsword), rare

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. This item can be found in the Dungeon Master’s Guide.

☐ (R/AT) Death Head (Mace of Disruption) rare CCC-GHC-BK1-02 - The Tithes That Bind CCC-GHC-BK1-02 - The Tithes That Bind Show
Notes:

Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement)

This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.

☐ (R/AT) Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

☐ (R/AT) Ring of Fire Resistance rare CCC-GHC-BK1-04 I Am the Fire CCC-GHC-BK1-04 I Am the Fire Show
Notes:

Ring, rare (requires attunement), Table G

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

Brazier of Commanding Fire Elementals rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Command Word: ilkath keri (Ignan for “blaze brightly”)

☐ (VR/AT) Ring of Regeneration very_rare SJ-DC-AMAK-02: Enemy within Trade Log Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

☐ (VR/AT) Watchful Helm very_rare DDHC-CM-14 The Canopic Being Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

Ring of Telekinesis very_rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

☐ (L/AT) Whelm legendary Trade Log Show
Notes:

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.