Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
đŸ—” Emerald of the War Mage (Ruby of the War Mage) common DDHC-MORD-01 Riddle of the Raven Queen Show
☐ Figurine of Wondrous Power (Golden Lions) rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rarity by figurine
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.
Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.

☐ Flametongue Greatsword rare DDHC-SKT Storm King’s Thunder Show
☐ Gavel of the Venn Rune rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare (requires attunement)
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.

Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.

Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.

☐ Giant Slayer Greataxe rare DDHC-SKT Storm King’s Thunder Show
☐ Giant Slayer Rapier rare DDHC-SKT Storm King’s Thunder Show
☐ Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Gwa’thern Faln rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior You gain a +1 bonus to attack and damage rolls made with this magic weapon - which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

☐ Handaxe +1 uncommon DDHC-SKT Storm King’s Thunder Show
☐ Helm of Teleportation rare DDHC-SKT Storm King’s Thunder Show
☐ Ingot of the Skold Rune very_rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, very rare (requires attunement)
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item—a shield or a two-handed melee weapon—by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.

☐ Instrument of the Bards ( Anstruth Harp) very_rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), wall of thorns

☐ Lantern of Revealing uncommon DDHC-SKT Storm King’s Thunder Show
☐ Light Crossbow +1 uncommon DDHC-SKT Storm King’s Thunder Show
☐ Longbow +1 uncommon DDHC-SKT Storm King’s Thunder Show
☐ Mirror of Life Trapping very_rare DDHC-SKT Storm King’s Thunder Show
☐ Mithral Plate uncommon DDHC-MORD-01 Riddle of the Raven Queen Show
☐ Mithral Splint Armor uncommon DDAL05-4 In Dire Need Show
Notes:

A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.

đŸ—” Moon-Touched Rapier common DDHC-WDH-03 Blue Alley Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

☐ Opal of the Ild Rune rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
* Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
* Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.