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Adventurers and villains often need legendary magic items to accomplish their

goals. Such items aren’t easy to acquire. They might be found in the hands of
dangerous adversaries or locked away and guarded by traps in hidden places.

The items in this collection were created for the film Dungeons & Dragons: Honor
Among Thieves. Each one can tilt the balance of power in any D&D game, so use
these items with caution.

Rules for magic items appear in the Dungeon Master’s Guide.

A COLLECTION OF MAGIC ITEMS FOR THE WORLD’S GREATEST ROLEPLAYING GAME

Five legendary magic items from Dungeons & Dragons: Honor Among Thieves are presented
here for your enjoyment.
The wizard Mordenkainen crafted this sleek, golden helmet. If he created
other helms of disjunction, they have yet to be found.

As an action while wearing this helm, you can use it to emit


an antimagic pulse in a 300-foot-radius sphere centered on
yourself. The pulse has the following effects:

Magic Item Disjunction. Potions and scrolls in the area are


destroyed. All other magic items in the area have their
magical properties suppressed for 1 minute. Artifacts are
unaffected by this property, as are magic items on your
person.

Spell Disjunction. Any ongoing spell ends if the creature, object, or area affected by it
is even partly in the pulse’s area.

Wave of Force. The antimagic pulse is strong enough to knock down creatures close
to you. Each creature within 30 feet of you must succeed on a DC 15 Strength saving
throw or have the prone condition.

Once you use the helm’s property, it can’t be used again until 1d4 days have passed.

This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges
and regains 1d4 expended charges daily at dawn.

As an action, you can expend 1 charge from the staff to create two linked
teleportation portals, each one appearing on a flat surface of your choice that you
can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an
action to relocate one or both portals, subject to the same limitation. The surface on
which a portal appears must be big enough to accommodate it. Each portal is a two-
dimensional, glowing oval ring, and together they create an open doorway up to 6
feet high and 4 feet wide. Any creature or object entering one portal exits from the
other as if the two portals were a single opening that connects
their locations.

A portal can appear on a moving surface, but the effect ends


when the two portals move more than 1 mile apart. As a bonus
action while holding the staff, you can close both portals (ending
the effect) or suppress one portal, causing it to disappear until
you relocate it (see above), during which time the remaining
portal can’t be used. The portals otherwise last for 24 hours.
Resembling a small dragon’s horn, this arcane device glows
with a hellish internal light when held. As an action while
holding this horn, you can invoke a necromantic effect called
the Beckoning Death.

The Beckoning Death arrives at the start of your next turn


and manifests as a crimson cloud of smoke that fills a 30-
foot-radius sphere centered on the horn. The sphere doesn’t
move with the horn. At the start of each of your turns, the
sphere’s radius increases by 30 feet. The cloud disappears after 10 minutes or when
your concentration on the effect ends. Any creature (including you) that has 9 or
fewer hit points when it ends its turn in the cloud is slain by the Beckoning Death. A
Humanoid killed in this way instantly transforms into a zombie (see the Monster
Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam.

Once you use the horn’s property, it can’t be used again for 1 year.

Forged by Red Wizards using a secret process known only to them, this
grim steel dagger draws its power from the Negative Plane. When you
hit a creature with a melee attack using this magic dagger, the target
takes an extra 3d12 necrotic damage.

A creature reduced to 0 hit points by this weapon dies and can’t be


raised from the dead except by a deity or by a creature using a tablet of
reawakening to cast the true resurrection spell.

Witches of Rashemen created this Tiny stone tablet to counter the


necromancy of the Red Wizards. As an action, you can cast true
resurrection from the tablet. Once used in this way, the tablet turns to
dust and is destroyed.

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