Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
Walloping Arrow
common
DC-POA-GSP02-04H The Horror Sphere
Show
Notes:
Weapon (Arrow), common
The green shaft of the arrow is filled with tiny eyes that blinks at random time intervals.
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
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.
Tome of the Stilled Tongue
legendary
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Wondrous item, legendary (requires attunement by a wizard)
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 components. 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.
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.
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.
Spellwrought Tattoo (Revivify)
uncommon
Service Reward: Spellwrought Tattoo (3rd level)
Show
Notes:
Wondrous Item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
Spell Level | Rarity | Spellcasting Ability Mod. | Save DC | Attack Bonus
Cantrip | Common | +3 | 13 | +5
1st | Common | +3 | 13 | +5
2nd | Uncommon | +3 | 13 | +5
3rd | Uncommon | +4 | 15 | +7
4th | Rare | +4 | 15 | +7
5th | Rare | +5 | 17 | +9
Magic Tattoo Coverage
Uncommon | Half a limb or the scalp
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.
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.
Ring of Protection
rare
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Free Action
rare
WBW-DC-ARCON-02 Way of the Wedding
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
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.
Necklace of Prayer Beads
rare
CCC-BMG-35 ELM2-2 Mists of the Moonsea
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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.
• 1 Bead of Blessing (aquamarine): Bless
• 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration
• 1 Bead of Favor (blue topaz): Greater restoration
Moon-Touched Sword (Shortsword)
common
DC-PoA-MCWWS-02 Wine, Wizards and Song
Show
Notes:
Weapon (shortsword), common
The pommel stone on the blade is a polished white and grey stone that resembles a full moon. The hilt is decorated with symbols representing the phases of the moon.
In darkness, the unsheathed blade of this sword sheds moonlight, crating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in Xanathar’s Guide to Everything.
Masquerade Tattoo
common
DC-POA-GSP02-04H The Horror Sphere
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until next dawn.
The needle is light blue in color which is similar to the Harpers. Once the tattoo is marked onto the skin, it is always blue in color and the tattoo always has the mark of the Harpers hidden within.
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.
Longsword +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Insignia of Claws
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Guardian Emblem
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
This emblem features the holy symbol of Ilmater and feels heavier than usual due to the weight of its former owner's oath.
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wraps of Unarmed Prowess, +1 | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
||||||
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. |
||||||
Walloping Arrow | common | DC-POA-GSP02-04H The Horror Sphere | Show | |||
Notes:
Weapon (Arrow), common |
||||||
Tome Of Understanding | very_rare | Service Reward: Tome of Understanding | Show | |||
Notes:
Wondrous item, Very Rare |
||||||
Tome of the Stilled Tongue | legendary | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a wizard) 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 components. 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. |
||||||
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. |
||||||
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. |
||||||
Spellwrought Tattoo (Revivify) | uncommon | Service Reward: Spellwrought Tattoo (3rd level) | Show | |||
Notes:
Wondrous Item (tattoo), uncommon The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table. Spell Level | Rarity | Spellcasting Ability Mod. | Save DC | Attack Bonus Magic Tattoo Coverage |
||||||
Shortbow, +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (shortbow), uncommon |
||||||
Robe of Summer | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
||||||
Ring of Protection | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Ring, rare (requires attunement) |
||||||
Ring of Free Action | rare | WBW-DC-ARCON-02 Way of the Wedding | Show | |||
Notes:
Ring, rare (requires attunement) |
||||||
Plate, +1 | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Armor (plate), rare |
||||||
Necklace of Prayer Beads | rare | CCC-BMG-35 ELM2-2 Mists of the Moonsea | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) |
||||||
Moon-Touched Sword (Shortsword) | common | DC-PoA-MCWWS-02 Wine, Wizards and Song | Show | |||
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, crating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in Xanathar’s Guide to Everything. |
||||||
Masquerade Tattoo | common | DC-POA-GSP02-04H The Horror Sphere | Show | |||
Notes:
Wondrous item (tattoo), common (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. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until next dawn. |
||||||
Manual Of Quickness Of Action | very_rare | Tier 3 Adventure Reward | Show | |||
Notes:
Wondrous Item, very rare |
||||||
Longsword +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (longsword), uncommon |
||||||
Insignia of Claws | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
||||||
Guardian Emblem | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) |