Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Battleaxe, +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Greatsword, +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (greatsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shortbow, +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (shortbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Eldritch Claw Tattoo
uncommon
Service Reward: Tier 1 Adventure Reward
Show
Notes:
Wondrous Item (tattoo), uncommon (requires attunement)
Produced by a Special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the Attunement process. When the Attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your Attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your Unarmed strikes are considered magical for the Purpose of overcoming immunity and Resistance to nonmagical attacks, and you gain a +1 bonus to Attack and Damage Rolls with Unarmed strikes.
Eldritch Maul. As a bonus Action, you can empower the tattoo for 1 minute. For the Duration, each of your Melee Attacks with a weapon or an Unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your Melee Attacks deal an extra 1d6 force damage on a hit. Once used, this bonus Action can't be used again until the next dawn.
The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad.
Tome Of Understanding
very_rare
Service Reward: Tome of Understanding
Show
Notes:
Wondrous item, Very Rare
This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual Of Quickness Of Action
very_rare
Tier 3 Adventure Reward
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Dagger of Venom
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Staff of Charming
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Plate, +1
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Armor (plate), rare
You have a +1 bonus to AC while wearing this armor.
Belt of Fire Giant Strength
very_rare
Tier 3 Adventure Reward
Show
Notes:
Wondrous Item, very rare (requires attunement)
This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants
face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on
her face.
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your
Strength without the belt is equal to or greater than 25.
Bracers of Defense
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Robe of Summer
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Wondrous item, rare (requires attunement)
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather’s temperature extremes.
Wand of Binding
common
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Flute of scribing (instrument of scribing)
common
Trade Log
Show
Notes:
Wondrous item, common (requires attunement)
This flute has 3 charges. While you are playing it, you can use an action to expend 1 charge from the flute and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The flute regains all expended charges daily at dawn.
This item can be found in Xanathar’s Guide to Everything.
Staff of Frost
very_rare
Trade Log
Show
Notes:
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
This staff is covered in carvings of infernals reading various tomes. If placed atop an open book, the staff reads the book aloud with a deep, inhuman voice, using the language the book is written in.
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Wraps of Unarmed Prowess, +1
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.
Wraps of Unarmed Power, +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
These arm wraps have symbols of power woven their lining.
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Necklace of Prayer Beads
rare
Service Reward: Rare
Show
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
This Necklace has 2x Bead of Blessing, 3 x Favor, 1 x Summons
1d20 Bead Spell
1–6 | Bead of Blessing | Bless
7–12 | Bead of Curing | Cure Wounds (level 2 version)
13–16 | Bead of Favor | Greater Restoration
17–18 | Bead of Smiting Shining | Smite
19 | Bead of Summons | Guardian of Faith
20 | Bead of Wind Walking | Wind Walk
Helm of Comprehending Languages
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
Name | Rarity | Location | Table | Result | Source | |
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Battleaxe, +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (battleaxe), uncommon |
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Greatsword, +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (greatsword), uncommon |
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Shortbow, +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (shortbow), uncommon |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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Eldritch Claw Tattoo | uncommon | Service Reward: Tier 1 Adventure Reward | Show | |||
Notes:
Wondrous Item (tattoo), uncommon (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the Attunement process. When the Attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. Magical Strikes. While the tattoo is on your skin, your Unarmed strikes are considered magical for the Purpose of overcoming immunity and Resistance to nonmagical attacks, and you gain a +1 bonus to Attack and Damage Rolls with Unarmed strikes. Eldritch Maul. As a bonus Action, you can empower the tattoo for 1 minute. For the Duration, each of your Melee Attacks with a weapon or an Unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your Melee Attacks deal an extra 1d6 force damage on a hit. Once used, this bonus Action can't be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad. |
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Tome Of Understanding | very_rare | Service Reward: Tome of Understanding | Show | |||
Notes:
Wondrous item, Very Rare |
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Manual Of Quickness Of Action | very_rare | Tier 3 Adventure Reward | Show | |||
Notes:
Wondrous Item, very rare |
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Dagger of Venom | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (dagger), rare You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. |
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Staff of Charming | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Plate, +1 | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Armor (plate), rare |
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Belt of Fire Giant Strength | very_rare | Tier 3 Adventure Reward | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) |
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Bracers of Defense | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Robe of Summer | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Wand of Binding | common | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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Flute of scribing (instrument of scribing) | common | Trade Log | Show | |||
Notes:
Wondrous item, common (requires attunement) |
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Staff of Frost | very_rare | Trade Log | Show | |||
Notes:
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. |
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Wraps of Unarmed Prowess, +1 | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
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Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Necklace of Prayer Beads | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Harmonious. Attuning to this item takes only 1 minute. This Necklace has 2x Bead of Blessing, 3 x Favor, 1 x Summons 1d20 Bead Spell |
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Helm of Comprehending Languages | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |