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!

Flurried fur (smoldering armor) common Winter's Flame Trade Log Show
Notes:

Armor (any light or medium), common (you choose what type of armour you would like!)
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in Xanathar’s Guide to Everything. (Wisps of harmless, odorless smoke rise from this armor while it is worn.)

Dread Helm (C) common CCC-BWM-003 A Tale of Two Towers CCC-BWM-003 A Tale of Two Towers Show
Notes:

Wondrous Item, Common

While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

Demon Armor (VR-A) very_rare DDEX03-16 Assault on Maerimydra DDEX03-16 Assault on Maerimydra Show
Notes:

Demon Armor
Armor (heavy, plate), very rare (requires attunement)

The black metal from which this finely-crafted armor is forged of lends a frightful appearance that is form-fitting and elegant in design. The visor comprises the entire front of the helm and resembles the face of an emotionless drow--complete with long, pointed ears. It is festooned with a long, hooded cloak of smooth, white silk that never seems to get dirty.

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.

AC: 19
Stealth: Disadvantage
Weight: 65
Damage: 1d8+1
Damage Type: slashing

Cariboots (C) common Feast of the Moon 2020 Wandering Monsters Wave 4 Show
Notes:

Wondrous item, common. These boots fit any humanoid, and are finely crafted from caribou pelts and lined with the softest fur. While wearing these boots, you can choose to have them leave tracks like those of a caribou.

Brooch of Shielding (U, A) uncommon DC-PoA-NBDD-01 Ice, Ice, Birdie (Lava) Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Notes: Resistance: Force, Warding, Jewelry

Brooch of shielding (U, A) uncommon DC-PoA-CONMAR-11 The Dragonship Approaches DC-PoA-CONMAR-11 The Dragonship Approaches Show
Notes:

Requires Attunement

While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.

Bracers of Defense (R, A) rare DDAL00-02C Lost Tales of Myth Drannor DDAL00-02C Lost Tales of Myth Drannor Spawn of the maimed virulence Show
Boots of Speed (R,A) rare WBW-DC-CONMAR-14 Minuet of Misty Mountain WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
The boots are red and have a golden clover woven into them. The boots look like sneakers.