Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Scroll of Revivify
uncommon
DDHC-LMoP Lost Mine of Phandelver
Show
Potion of Poison Resisitance
uncommon
DDIA-VOLO In Volo’s Wake
Show
Dwarven Plate
very_rare
on dwarf rogue
The Yawning Portal: Halls of the Fire Giant King
Show
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Chronostat of Precision
common
ccc-GAD01-03 Caught in Time
Show
Notes:
Chronostat of Precision (Clockwork Amulet)
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
This item can be purchased with 2 Treasure Checkpoints of any tier.
This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.
shield +3
very_rare
Trade Log
Show
potion of Superior Healing
common
DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King
Show
2 potions of Invulnerability
common
DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King
Show
Bolt of holding
common
DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King
Show
Notes:
bolt of holding which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
Bolt of Vapors
common
DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King
Show
Cape of King Snurre
rare
DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King
Show
Notes:
cold resistance
tome of Understanding
very_rare
Trade Log
Show
Belt of storm giant strength
legendary
Crypt of the Death Giants
Trade Log
Show
Notes:
While wearing this belt, your Strength score
changes to a score granted by the belt (29). If your
Strength is already equal to or greater than the belt's
score, the item has no effect on you.
Six varieties of this belt exist, corresponding with
and having rarity according to the six kinds of true
giants. The belt of stone giant strength and the belt of
frost giant strength look different, but they have the
same effect.
The storm giant quintessent Dessa imbued this belt
with her elemental strength. When the belt’s fantastic
strength is used lightning dances around the wearer
while a warm desert wind blows in the area.
This item can be found in the Dungeon Masters Guide.
Whelm
legendary
Trade Log
Show
Notes:
Martial Weapon (warhammer), Melee Weapon, Legendary (Requires Attunement by a Dwarf)
2 lb. 1d8 bludgeoning - thrown (20/60 ft.), versatile (1d10)
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.
Manual of Golems Iron
very_rare
Trade Log
Show
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Tome of Leadership and Influence
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Ring of Earth Elemental Command
legendary
DDEP-DRW02 Wings of Death
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
• You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Amulet of the Devout
common
Renown
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
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.
Efreeti Chain
legendary
DDAL07-15 Streams of Crimson
Show
Notes:
Efreeti Chain
Armor (chain mail), legendary (requires attunement)
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.
Quaryl's Codex
legendary
DDAL00-02 Lost Tales of Myth Drannor
Show
Notes:
Wondrous Item, legendary (requires attunement by a wizard) - Magic Table I
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Scroll of Revivify | uncommon | DDHC-LMoP Lost Mine of Phandelver | Show | |||
| Potion of Poison Resisitance | uncommon | DDIA-VOLO In Volo’s Wake | Show | |||
| Dwarven Plate | very_rare | on dwarf rogue | The Yawning Portal: Halls of the Fire Giant King | Show | ||
|
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. The wearer has disadvantage on Stealth (Dexterity) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
||||||
| Chronostat of Precision | common | ccc-GAD01-03 Caught in Time | Show | |||
|
Notes:
Chronostat of Precision (Clockwork Amulet) Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier. This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs. |
||||||
| shield +3 | very_rare | Trade Log | Show | |||
| potion of Superior Healing | common | DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King | Show | |||
| 2 potions of Invulnerability | common | DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King | Show | |||
| Bolt of holding | common | DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King | Show | |||
|
Notes:
bolt of holding which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target |
||||||
| Bolt of Vapors | common | DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King | Show | |||
| Cape of King Snurre | rare | DDHC-TYP Tales from the Yawning Portal Hall of the Fire Giant King | Show | |||
|
Notes:
cold resistance |
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| tome of Understanding | very_rare | Trade Log | Show | |||
| Belt of storm giant strength | legendary | Crypt of the Death Giants | Trade Log | Show | ||
|
Notes:
While wearing this belt, your Strength score |
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| Whelm | legendary | Trade Log | Show | |||
|
Notes:
Martial Weapon (warhammer), Melee Weapon, Legendary (Requires Attunement by a Dwarf) 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. 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. |
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| Manual of Golems Iron | very_rare | Trade Log | Show | |||
|
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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| Tome of Leadership and Influence | very_rare | DDEP07-02 Drums of the Dead | Show | |||
|
Notes:
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Ring of Earth Elemental Command | legendary | DDEP-DRW02 Wings of Death | Show | |||
|
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). |
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| Amulet of the Devout | common | Renown | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) 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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| Efreeti Chain | legendary | DDAL07-15 Streams of Crimson | Show | |||
|
Notes:
Efreeti Chain While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide. |
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| Quaryl's Codex | legendary | DDAL00-02 Lost Tales of Myth Drannor | Show | |||
|
Notes:
Wondrous Item, legendary (requires attunement by a wizard) - Magic Table I This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. |
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Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Rod of rulership
rare
CCC-TRI-03 Roc1-1
Show
Notes:
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel
wand of lightning bolt
rare
2
G
DDAL 8-9 Fangs and Frogs
Show
Notes:
This wand has 7 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast the
lightning bolt spell (save DC 15) from it. For 1 charge, you
cast the 3rd-level version of the spell. You can increase
the spell slot level by one for each additional charge you
expend.
The wand regains 1d6+1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20.
One a 1, the wand crumbles into ashes and is destroyed.
This item is found on Magic Item Table G in the Dungeon
Master’s Guide.
This black wand is decorated with symbol of the
goddess Shar. The wielder forgets their Bonds for 10
minutes each time the wand is used.
Table G- 20 TCP
Belt of storm giant strength
legendary
4
Trade Log
Show
| Name | Rarity | Tier | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| Rod of rulership | rare | CCC-TRI-03 Roc1-1 | Show | ||||
|
Notes:
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel |
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| wand of lightning bolt | rare | 2 | G | DDAL 8-9 Fangs and Frogs | Show | ||
|
Notes:
This wand has 7 charges. While holding it, you can use |
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| Belt of storm giant strength | legendary | 4 | Trade Log | Show | |||