Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Studded Leather Armor +2 very_rare CCC-TRI-23 Sub Rosa H CCC-TRI-23 Sub Rosa Show
Notes:

Armor (light), very rare

You have a +2 bonus to AC while wearing this armor.

This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly.

Manual of Bodily Health very_rare CCC-QCC2017 - Delusions of Grandeur H CCC-QCC2017 - Delusions of Grandeur Show
Notes:

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.

This book contains health and diet tips, 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 Constitution 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 CCC-BMG-37: HULB 3-1 Weakness of Rock H CCC-BMG-37: HULB 3-1 Weakness of Rock 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

Nolzur's Marvelous Pigments (4pots) very_rare DDHC-TYP: Against the Giants D DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Snurre's Cape (Cape of Cold Resistance) rare DDHC-TYP: Against the Giants - DDHC-TYP: Against the Giants Show
Notes:

King Snurre's cape grants the wearer resistance to cold damage.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain G DDHC-TYP White Plume Mountain Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
2x mirror image

Shortsword Flame Tongue rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flavor: A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.

Spear +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Cape of the Mountebank rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Ring of Fire Resistance rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.

Iron Band of Billaro rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Dagger +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
+1 Plate rare DDHC-TYP: Against the Giants I DDHC-TYP: Against the Giants Show
Arrow Catching Shield rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
+2 Longsword rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Wand of Paralysis rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Portable Hole rare DDHC-TYP: Against the Giants D DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Ring of Protection rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Greataxe +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Hell Hound Cloak rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.