Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Giant's Bane (longbow +2) (R) rare CCC-GHC-09 Swamp of Death CCC-GHC-09 Swamp of Death Show
Notes:

Giant's Bane (longbow +2)
Weapon (longbow), rare

You gain a +2 bonus to attack and damage rolls made with this magical longbow. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

This stout recurved bow is fashioned from the horn of a great beast and ringed in complex sigils at either end.
(Plus much history!)

GIANT'S BANE HISTORY

In 1325 DR the ranger Kaylin Plainstalker patrolled a vast area between the Giant’s Run Mountains and Elversult. Of half-elven heritage, the woman was a beauty, as well as an expert shot with her bow. Her attractiveness and her prowess at stopping marauding bands of hill giants soon caught the eye of Rilar Biltmoor, a rakish young wool merchant from Elversult. To gain her favor, the young man paid a wizard from Westgate to craft her a magical bow made of yew. Kaylin accepted the weapon, but rebuffed the merchant’s romantic interests.

Several years later, Rilar’s business failed, and he lost everything. He returned to his family farm on the outskirts of Elversult. Instead of organizing large shipments of wool to Westgate and Iriaebor, he spent his days tending sheep in the foothills of the Giant’s Run Mountains.

When Kaylin learned of the man’s troubles, she visited and offered to return the weapon he had given to her, hoping she could ease his financial burdens. Rilar declined the bow, claiming he had found a peace and contentment as a sheep header that he had not known as a merchant. His honesty and newfound humility touched the ranger, and over time, she grew to love the man she had rejected years earlier. They eventually married and started a family of their own.

The bow remained in Kaylin’s possession until she died peacefully in her sleep at her family’s farm.

When thunder booms and the birds have flown,
They come from the hills to leave you as bones.
They burn, kill, and loot and delight in it all,
And none can stop them, because they're so tall.
But with a pull of the string, it delivers such pain.
They hoot and they holler and cry "Giant's Bane!"
They run for the hills and never look back,
To afraid to return for another attack!

Rod of Absorption (VR-A) very_rare CCC-TRI-02 Impression Left Behind (Yulash 2) CCC-TRI-02 Impression Left Behind (Yulash 2) Show
Notes:

(4 levels contained)

While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.

A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

This rod is carved from the thigh bone of a Matron Moher, a legendary feat for which you do not know the origin. While attuned to this item, spiders tend to be found on or near you at times, and when activated you can hear Lolth trying to speak to you in anger as the spell is absorbed into the bone.

Staff of Striking (VR-A) very_rare CCC-TRI-14 The Voice in the Night CCC-TRI-14 The Voice in the Night Show
Notes:

Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

This brass staff is smooth to the touch, giving a slight electric shock at first. While holding the staff, the wielder’s arm hair permanently stands on end, along with a tingling sensation

Kaorti Resin Armor of Psychic Resistance (R-A) rare CCC-TRI-21 The Rifts of Madness CCC-TRI-21 The Rifts of Madness Show
Notes:

Armor of Psychic Resistance
Armor (scale), rare (requires attunement)

You have resistance to one type of damage while you wear this armor.

This armor is made out of an organic hardened resin similar to amber. When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening.

Staff of Adornment (C) common SJ-DC-MONSTER-01 Phoenix SJ-DC-MONSTER-01 Phoenix Show
Notes:

Staff, Common

If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Staff (simple, Arcane Spell Focus, Druidic Spell Focus)
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: Common
Properties: Versatile
Weight: 4

Stone Plate Armor +2 (VR) 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 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.

Opal of the Ild Rune rare Trade KK/Eljin, DDAL05-11 Forgotten Traditions Trade Log Show
Notes:

Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half and 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 - 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 the radish. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or 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.