Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Ioun Stone of Awareness
rare
DDHC-CM-15 The Scrivener’s Tale
DDHC-CM-15 The Scrivener’s Tale
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Notes:
Ioun Stone of Awareness
Wondrous item, rare (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.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
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
Show
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
Show
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.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Ioun Stone of Awareness | rare | DDHC-CM-15 The Scrivener’s Tale | DDHC-CM-15 The Scrivener’s Tale | Show | ||
|
Notes:
Ioun Stone of Awareness 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. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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| Steel | very_rare | DDHC-WBW05-Palace of Heart's Desire | Trade Log | Show | ||
|
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 | ||
|
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 | ||
|
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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