Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Watchful Helm
very_rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
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Notes:
Watchful Helm
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 Spell Storing
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Spells Stort:
1x bless
1x revivify
Crystal Ball of True Seeing (T4 Lockt)
legendary
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
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Notes:
Crystal Ball of True Seeing (T4 Lockt)
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Valin's Diadem (Hat of Disguise)
uncommon
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Valin's Diadem (Hat of Disguise)
Wondrous item, uncommon (requires attunement)
The hat looks like a Diadem that puts an Tattoo of an eye on your forehead. It glows with a pulsing white light.
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Eyes of Minute Seeing
uncommon
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Sun Blade
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Staff of Fate
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
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Notes:
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Boots of the Winterlands
uncommon
DDHC-CM Zikran's Zephyrean Tome
DDHC-CM Zikran's Zephyrean Tome
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Notes:
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Mithral Plate Armor
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Trade Log
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Notes:
Mithral Plate Armor
Heavy armor, minor tier, uncommon
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.
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.
Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
Shield of Missile Attraction
rare
DDHC-TOA-04 Cellar of Death
DDHC-TOA-04 Cellar of Death
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Notes:
Shield of Missile Attraction
Armor (shield, rare (requires attunement))
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Gem of Brightness
uncommon
DDHC-TOA-04 Cellar of Death
DDHC-TOA-04 Cellar of Death
Show
Notes:
Gem of Brightness
Wondrous item, uncommon
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.
When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Scimitar +3
very_rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
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Notes:
Scimitar +3
Weapon, very rare
You have a +3 bonus to attack and damage rolls made with this weapon.
The wooden hilt is covered with a pattern resembling a snake's scales. Two staring eyes are carved on the pommel, and the pupils are set with emeralds. The emeralds flash with a green spark of light whenever this weapon strikes a foe.
Adamantine Armor (Splint)
uncommon
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
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Notes:
Adamantine Armor
Armor (Splint), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence.
While you're wearing it, any critical hit against you becomes a normal hit.
Flame Tongue (Scimitar)
rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Flame Tongue (Shortsword)
Weapon (Shortsword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Feature: This sword, forged from a shard of glistening obsidian, appears solid and unbending, like the ground itself. The blade shifts slowly when set ablaze, as though its surface were gently flowing lava.
Cloak of Arachnida
very_rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Cloak of Arachnida
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.
Steel
very_rare
DDHC-WBW05-Palace of Heart's Desire
Trade Log
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Notes:
Steel
Weapon (longsword), very rare (requires attunement by a good-aligned creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier)
very_rare
FR-DC-JIBEA When Names Fade Away
FR-DC-JIBEA When Names Fade Away
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Notes:
Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier)
Shield (shield), very rare (requires attunement)
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.
The Shield has the following additional properties that you can use while holding it.
Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.
War Leader.
You plant the rim and speak; Helm’s gauntlet glows, shaping your voice into a clear command that carries six hundred feet through wind and stone. To allies it sounds like a captain’s call; to foes, a gate slamming shut.
Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold.
Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone.
Inscription (inner boss).
“Stand. See. Suffer not the innocent to fall.” — C. Hallwinter
Attunement Rite (flavor only).
Kneel, rest the shield upright, and lay your palm in the gauntlet. Speak any vow of watchfulness. The studs glow soft silver, and a calm pressure settles over your chest like a mailed hand.
Hallwinter’s Legacy
" Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil."
Neverwinter’s heroine. Chanelle Hallwinter held the Blacklake line for three nights while citizens evacuated to the Enclave. Witnesses said she never blinked—the visor of her helm down, the hand of Helm “resting” on her shoulder.
- Helm’s sign. When a creature threatens a protected ally, a faint eye-slit of light appears across the shield’s gauntlet.
Table manifestations:
- When you succeed on a save, the sound of a gate bar dropping echoes softly.
- While you maintain the Protective Field, motes of silver dust drift like snow and melt on the dome.
Scribe’s Chime of Unsealing (Chime of Opening)
rare
FR-DC-JIBEA When Names Fade Away
FR-DC-JIBEA When Names Fade Away
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Notes:
Scribe’s Chime of Unsealing (Chime of Opening)
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error.
Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck.
How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger.
Quirks (cosmetic only).
While the tone rings, nearby writing straightens as if proofread.
Keys on your belt vibrate faintly in harmony.
If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill).
Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations.
The Pupil of the Forgotten (Ersatz Eye) - Purified
common
FR-DC-JIBEA When Names Fade Away
FR-DC-JIBEA When Names Fade Away
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Notes:
The Pupil of the Forgotten (Ersatz Eye) - Purified
Wondrous item, common
This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.
https://files.d20.io/images/460801635/cC6Vh9QiLYwS-P68bHB4wA/med.png?1760829377
Guardian.
A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated).
Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish.
Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen.
Cosmetic Manifestations (choose 1–2).
When you focus, a faint ink ring halos the iris for a heartbeat.
In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light.
Whispers & Quirks (narrative only).
Mirrors sometimes blur written names behind you.
Cats and ravens seem unusually interested in your new eye.
Amulet of the Devout +1
uncommon
lvl 5 Magic item Chose
CCC-ARCON 01-02 A Whale of a Tale
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Notes:
Amulet of the Devout +1
Wondrous item, uncommon (requires Attunement by a Cleric or paladin)
This Amulet bears the Symbol of a deity inlaid with precious stones or metals. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells.
While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Watchful Helm | very_rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Watchful Helm 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. |
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| Ring of Spell Storing | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Ring of Spell Storing This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| Crystal Ball of True Seeing (T4 Lockt) | legendary | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Crystal Ball of True Seeing (T4 Lockt) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. |
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| Valin's Diadem (Hat of Disguise) | uncommon | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Valin's Diadem (Hat of Disguise) The hat looks like a Diadem that puts an Tattoo of an eye on your forehead. It glows with a pulsing white light. While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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| Eyes of Minute Seeing | uncommon | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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| Sun Blade | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Sun Blade This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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| Staff of Fate | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Staff of Fate This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. |
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| Boots of the Winterlands | uncommon | DDHC-CM Zikran's Zephyrean Tome | DDHC-CM Zikran's Zephyrean Tome | Show | ||
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Notes:
Boots of the Winterlands These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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| Mithral Plate Armor | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Trade Log | Show | ||
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Notes:
Mithral Plate Armor 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. 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. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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| Shield of Missile Attraction | rare | DDHC-TOA-04 Cellar of Death | DDHC-TOA-04 Cellar of Death | Show | ||
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Notes:
Shield of Missile Attraction While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| Gem of Brightness | uncommon | DDHC-TOA-04 Cellar of Death | DDHC-TOA-04 Cellar of Death | Show | ||
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Notes:
Gem of Brightness This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects: The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem. |
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| Scimitar +3 | very_rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
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Notes:
Scimitar +3 You have a +3 bonus to attack and damage rolls made with this weapon. The wooden hilt is covered with a pattern resembling a snake's scales. Two staring eyes are carved on the pommel, and the pupils are set with emeralds. The emeralds flash with a green spark of light whenever this weapon strikes a foe. |
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| Adamantine Armor (Splint) | uncommon | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
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Notes:
Adamantine Armor This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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| Flame Tongue (Scimitar) | rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
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Notes:
Flame Tongue (Shortsword) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. |
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| Cloak of Arachnida | very_rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
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Notes:
Cloak of Arachnida 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. |
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| Steel | very_rare | DDHC-WBW05-Palace of Heart's Desire | Trade Log | Show | ||
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Notes:
Steel You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn. Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight. |
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| Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) | very_rare | FR-DC-JIBEA When Names Fade Away | FR-DC-JIBEA When Names Fade Away | Show | ||
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Notes:
Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn. War Leader. Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold. Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone. Inscription (inner boss). Attunement Rite (flavor only). " Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil."
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| Scribe’s Chime of Unsealing (Chime of Opening) | rare | FR-DC-JIBEA When Names Fade Away | FR-DC-JIBEA When Names Fade Away | Show | ||
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Notes:
Scribe’s Chime of Unsealing (Chime of Opening) This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error. Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck. How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger. Quirks (cosmetic only).
Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations. |
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| The Pupil of the Forgotten (Ersatz Eye) - Purified | common | FR-DC-JIBEA When Names Fade Away | FR-DC-JIBEA When Names Fade Away | Show | ||
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Notes:
The Pupil of the Forgotten (Ersatz Eye) - Purified This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive. Guardian. Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish. Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen. Cosmetic Manifestations (choose 1–2).
Whispers & Quirks (narrative only).
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| Amulet of the Devout +1 | uncommon | lvl 5 Magic item Chose | CCC-ARCON 01-02 A Whale of a Tale | Show | ||
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Notes:
Amulet of the Devout +1 This Amulet bears the Symbol of a deity inlaid with precious stones or metals. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells. While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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