Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Tome of the Stilled Tongue
legendary
DDHC-TYP Ch.5 Dead in Thay
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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.
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.
Staff of Frost
very_rare
Trade Log
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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.
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.
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).
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.
Staff of Charming
rare
DDHC-TYP Ch.5 Dead in Thay
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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.
Bracers of Defense
rare
DDAL00-02c Spawn of the Maimed Virulence
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Notes:
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Free Action
rare
WBW-DC-ARCON-02 Way of the Wedding
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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.
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.
Cloak of the Bat
rare
DDEP09-03 Liar’s Night
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Notes:
Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
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.
Necklace of Prayer Beads
rare
CCC-BMG-35 ELM2-2 Mists of the Moonsea
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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
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.
Driftwood Staff (Staff of Healing)
rare
CCC-DES01-02 A Sanity Never Questioned
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Notes:
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid)
This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.
This 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 and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th)
- Lesser Restoration (2 charges)
- Mass Cure Wounds (5 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 vanishes in a flash of light, lost forever.
This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
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.
Wraps of Unarmed Prowess, +1
uncommon
Trade Log
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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.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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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. |
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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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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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Belt of Fire Giant Strength | very_rare | Tier 3 Adventure Reward | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) |
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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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Plate, +1 | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Armor (plate), rare |
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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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Bracers of Defense | rare | DDAL00-02c Spawn of the Maimed Virulence | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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Ring of Free Action | rare | WBW-DC-ARCON-02 Way of the Wedding | Show | |||
Notes:
Ring, rare (requires attunement) |
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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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Cloak of the Bat | rare | DDEP09-03 Liar’s Night | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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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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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) |
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Ring of Protection | rare | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Ring, rare (requires attunement) |
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Driftwood Staff (Staff of Healing) | rare | CCC-DES01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid) This 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 and Spellcasting ability modifier:
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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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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Wraps of Unarmed Prowess, +1 | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
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Guardian Emblem | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) |
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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. |