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Honor Among Thieves: Movie Magic (Items!)

Honor Among Thieves: Movie Magic (Items!)

TV to Tabletop is a series where we take ideas from popular fantasy TV and movies and translate them to D&D terms. In this case, we’re jumping the gun on your TV screen, and doing an article based off a movie still in theaters! Use it as-is, rename it to hide your sources, or get inspiration for your own ideas!

Dungeons & Dragons: Honor Among Thieves is a popular movies in the U.S. right now, and with good reason! This action-comedy brings to life recognizable fantasy RPG concepts and tropes in a way that stays true to the source material.

Magic items are a big part of D&D, and they’re a big part of the D&D movie as well.

Several magic items were given official statistics upon the movie’s release, but a few seemed to have slipped through the cracks. Here are some of the featured items from the movie translated from the silver screen to the stat block.

Holga’s Axe

Holga’s fight scenes were more fun when she was using her tavern brawler feat and wrecking foes with whatever weapon came to hand. However, when her axe went into the molten metal and came out, not only intact, but looking more badass—that was magical.


Weapon (Battleaxe), Rare (Requires Attunement)

You gain a +1 bonus to attack and damage rolls made with this dwarven-crafted magic battleaxe.

The unique alloy from which this axe is crafted reacts to exposure to elemental forces. If directly exposed to such elements (such as being struck by lightning, hit by white dragon’s icy breath, or immersed in molten metal) the axe is unaffected by the element and takes on its properties, dealing an extra 2d6 damage of the appropriate type (acid, cold, fire, lightning, or thunder) on a successful hit.

Each time the axe is exposed to a new damage type, the prior type is replaced. However, once the axe is affected by a particular element, you must complete a long rest before it will deal the same damage type again.

Xenk’s Sword

A magic sword with a blade you can shoot at your enemy might not have gotten the magic item treatment before, but now is the time to remedy that.


Weapon (Longsword), Very Rare (Requires Attunement)

You gain a +1 bonus to attack and damage rolls made with this magic longsword.

As part of an attack action, you can launch the blade at an opponent as a ranged weapon attack with a range of 20/60 feet, dealing longsword damage. Doing so reveals a second blade, a magic dagger, affixed to the hilt. As a bonus action, you can recall the sword blade from up to 60 feet away, causing it to fly to you and affix itself to the hilt once more.

Simon’s Spell Component Case

This is clearly not your average spell component pouch. What sort of enchantments could be laid on it that would help a spellcaster such as Simon?


Wondrous Item, Rare (Requires Attunement by a Spellcaster)

This circular, metallic case has a dial affixed to one side, engraved with a compass-like pattern with eight sigils, each representing one of the eight schools of magic. The case can be easily clipped to a belt or pack.

When you cast a spell, as a bonus action, align the pointer on the case to the school of magic being cast. The case dispenses a glowing crystal that substitutes for any material component needed to cast the spell with a value of 1 gp or less. The crystal is consumed during the casting of the spell.

The case can also provide crystalline substitutes for more valuable components on a limited basis. Three times, the crystal can substitute for material components of up to 100 gp in value, and once it can substitute for material components of up to 1,000 gp in value. The component case burns out and is useless after the last of these valuable components is used.

Edgin’s Ironclad Lute

There is no way you could use a normal lute to hit monsters and evil NPCs and still have it playable, in one piece. Modern musicians have smashed enough guitars on stage for us to realize they make lousy weapons. This lute, however, has secrets.


Wondrous Item, Uncommon

This lute is a finely crafted instrument, but has seen better days. Its finish is scuffed and worn despite the intricate inlays on its face. Its belly has been repeatedly covered and patched. Most of it is covered in the scaly hide of some beast, with scraps of iron riveted over it in spots.

Despite its appearance, the lute is incredibly durable, and cannot be damaged by nonmagical attacks. If you are proficient with the lute as an instrument, you are also proficient with it as a melee weapon, dealing 1d6 bludgeoning damage on a hit. If you hit a creature with it that is surprised or unaware of your presence, add your proficiency modifier to the damage.

When used to make a Charisma (Performance) check, you double your proficiency bonus before adding it to the die roll, if you have proficiency in the instrument. If you play the lute when granting Bardic Inspiration, the lute heightens the effect. When the inspired creature rolls a 1 on its Bardic Inspiration die, it can reroll, using the second result, whatever it may be.

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about Jeff Lee

Jeff Lee is a 10-year veteran of RPG freelancing. He has written a plethora of material for Kobold Press and other third-party companies. You might know him from Demon Cults & Secret Societies. You might also want to support his Patreon, where he writes things at patrons’ behest:

7 thoughts on “Honor Among Thieves: Movie Magic (Items!)”

  1. I would like to see Dorics forearm sling as a magic item. Maybe +1 to hit/damage and gives disadvantage to concentrate checks ?

  2. I was so disappointed when I realized Holga’s axe didn’t deal fire damage in the film. Thank you for incorporating that and I like the idea of absorbing other elements because fire is everywhere.

    1. That and the anti magic cuffs. I mean it’s easy enough to spec but I also want reasonable costs for these items.

  3. Something like this…?

    Doric’s Slingshot
    Weapon (sling), uncommon
    This slingshot is from the fangs of a giant spider. The sling can be mounted to a vambrace without impacting fit or comfort, allowing for complete ease of movement as well as stability and greater accuracy.

    You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when hit by an attack made with this weapon the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target also has disadvantage on Constitution saving throws they make to maintain concentration on a spell.

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