Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cape of the Mountebank
rare
G
Purchase Log
Show
Notes:
Season 8 unlock list
Manual of Gainful Exercise (read)
very_rare
H
Trade Log
Show
Notes:
This book describes fitness exercises, 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 Strength score increases by 2, as does your maximum for that score. The manueal then loses its magic, but regains it in a century.
Shield +3
very_rare
H
Purchase Log
Show
Notes:
Evergreen unlock
Belt of Dwarvenkind (A)
rare
G
Trade Log
Show
Notes:
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. A description of this item can be found in the Dungeon Master's Guide.
Spare (A)
legendary
I
DDHC-TOA-13 The Risen Mists
Show
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide).
Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest.
Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon.
Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue.
If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder.
If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself.
Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade.
Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare."
Dwarven Plate
very_rare
H
DDHC-TYP Tales from the Yawning Portal: Against the Giants
Show
Notes:
Armor (plate), very rare
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.
Rod of Resurrection (A)
legendary
I
Trade Log
Show
Notes:
Rod, legendary (requires attunement by a cleric, druid, or paladin)
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll d20. On a 1, the rod disappears in a burst of radiance. This item is found on Magic Item Table I in the Dungeon Master’s Guide.
This rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 ft. of undead.
Snurre´s Cape
rare
G
DDHC-TYP Tales from the Yawning Portal: Against the Giants
Show
Notes:
This magic cape grants resistance to cold damage.
Figurine of Wonderous Power (Obsidian Steed)
very_rare
H
Trade Log
Show
Notes:
Very Rare
Figurine of Wondrous Power (Obsidian Steed) Wondrous Item, Major, Very Rare Table H, Tier 3-4, 20 TCP 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. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, “Tenebrax”, is scratched in Infernal along the figure’s belly.
Manual of Bodily Health (read)
very_rare
H
Trade Log
Show
Belt of Storm Giant Strengh
legendary
I
DDAL06-03 Crypt of the Death Giants
Show
Notes:
Wondrous item, legendary (requires attunement)
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cape of the Mountebank | rare | G | Purchase Log | Show | ||
Notes:
Season 8 unlock list |
||||||
Manual of Gainful Exercise (read) | very_rare | H | Trade Log | Show | ||
Notes:
This book describes fitness exercises, 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 Strength score increases by 2, as does your maximum for that score. The manueal then loses its magic, but regains it in a century. |
||||||
Shield +3 | very_rare | H | Purchase Log | Show | ||
Notes:
Evergreen unlock |
||||||
Belt of Dwarvenkind (A) | rare | G | Trade Log | Show | ||
Notes:
Requires Attunement While wearing this belt, you gain the following benefits: • Your Constitution score increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: • You have advantage on Saving Throws against poison, and you have Resistance against poison damage. This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. A description of this item can be found in the Dungeon Master's Guide. |
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Spare (A) | legendary | I | DDHC-TOA-13 The Risen Mists | Show | ||
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. |
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Dwarven Plate | very_rare | H | DDHC-TYP Tales from the Yawning Portal: Against the Giants | Show | ||
Notes:
Armor (plate), very rare |
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Rod of Resurrection (A) | legendary | I | Trade Log | Show | ||
Notes:
Rod, legendary (requires attunement by a cleric, druid, or paladin) The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll d20. On a 1, the rod disappears in a burst of radiance. This item is found on Magic Item Table I in the Dungeon Master’s Guide. This rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 ft. of undead. |
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Snurre´s Cape | rare | G | DDHC-TYP Tales from the Yawning Portal: Against the Giants | Show | ||
Notes:
This magic cape grants resistance to cold damage. |
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Figurine of Wonderous Power (Obsidian Steed) | very_rare | H | Trade Log | Show | ||
Notes:
Very Rare |
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Manual of Bodily Health (read) | very_rare | H | Trade Log | Show | ||
Belt of Storm Giant Strengh | legendary | I | DDAL06-03 Crypt of the Death Giants | Show | ||
Notes:
Wondrous item, legendary (requires attunement) While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. |