Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Stone Plate Armor +2 very_rare CCC-JGD-01 - Left Black and Blue - A Red War Story CCC-JGD-01 - Left Black and Blue - A Red War Story Show
Notes:

Heavy Armor, Very Rare
You have a +2 bonus to AC while wearing this armor. This item is found on Magic Item Table I in the Dungeon Master’s Guide. This suit of plate armor was created by Cultists of the Black Earth and is fashioned from slabs of stone (instead of metal). The armor resizes to fit its wearer.

Aegis of the Raven Queen (Shield +3) very_rare CCC-BWM-003 A Tale of Two Towers Show
Notes:

This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Dread Healm common CCC-BWM-003 A Tale of Two Towers Show
Notes:

A dread helm was a magical helm that made its wearer's eyes glow red

Belt of Stormgiant Strengh legendary DDAL06-03 Crypt of the Death Giants Show
Notes:

The storm giant dessa imbued this belt with her elemental strengh. When the belts fantastic strengh is used lightning dances around the wearer while a warm desert wind blows in the area.

Robe of Usefull Items uncommon Trade Log Show
Notes:

Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches: Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp Rowboat (12 feet long) Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet 10 gems worth 100 gp each Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp Wooden ladder (24 feet long) Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp

Tome of Leadership and Influence very_rare Trade Log Show
Notes:

Tome of Leadership and Influence Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master’s Guide (pg. 208)

Instruments of the Bards Anstrump Harp very_rare Trade Log Show
Notes:

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 WIS saving throw or take 2d4 psychic Dmg. You can use an action to play the instrument and cast 1 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. Control Weather, Cure Wounds (5th level), Wall of Thorns

Spear of Backbiting very_rare Trade Log Show
Notes:

Spear of Backbiting Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Ioun Stone of Mastery legendary DDAL00-11f Twice as Nice for Half the Price Show
Notes:

Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head.