Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
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.
Ring of the ram (R-A)
rare
CCC-GHC-07 The River Runs Red
CCC-GHC-07 The River Runs Red
Show
Notes:
Ring of the ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
"Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring."
Tyr's Justice Greatsword +2 (R)
rare
CCC-GHC-08 Death in the Ruins
CCC-GHC-08 Death in the Ruins
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
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.
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.
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
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
Splint mail +1 (R)
rare
DDAL05-4 In Dire Need
Trade Log
Show
Notes:
From Akto/Terazul
Armor, rare You have a +1 bonus to AC while wearing this armor. This item can be found in the Dungeon Master’s Guide. A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.
Mantle of Spell resistance (R, A)
rare
DDEX01-13 Pool of Radiance Resurgent
DDEX01-13 Pool of Radiance Resurgent
Show
Notes:
Requires Attunement
You have advantage on saving throws against spells while you wear this cloak.
This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect.
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
Tome of Understanding (VR)
very_rare
Service awards
Service award
Show
Manual of Bodily Health (con)(VR)
very_rare
Service Awards 50th Anniversary, version 1.2
Service Awards
Show
Notes:
Manual of Bodily Health
Wondrous item, very rare
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.
Necklace of Prayer beads (R,A)
rare
Trade Frieda/White Plume Mountain
Trade Log
Show
Notes:
3x bless
Greater restoration
Planar Ally
Wind Walking
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
Ingot of the Sköld Rune (R,A)
rare
trade, Verrin, Chapter 8: Forge of the Fire Giants
Trade Log
Show
Notes:
Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold 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 ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
Plate +2 (VR)
very_rare
Trading post CWF24
Trade Log
Show
Notes:
18+2 AC
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.
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.)
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Ring of the ram (R-A) | rare | CCC-GHC-07 The River Runs Red | CCC-GHC-07 The River Runs Red | Show | ||
Notes:
Ring of the ram This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." |
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Tyr's Justice Greatsword +2 (R) | rare | CCC-GHC-08 Death in the Ruins | CCC-GHC-08 Death in the Ruins | Show | ||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated. |
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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) 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. 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, |
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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. |
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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 |
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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 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. |
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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. |
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Brooch of Shielding (U, A) | uncommon | DC-PoA-NBDD-01 Ice, Ice, Birdie (Lava) | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Resistance: Force, Warding, Jewelry |
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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 | ||
Splint mail +1 (R) | rare | DDAL05-4 In Dire Need | Trade Log | Show | ||
Notes:
From Akto/Terazul |
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Mantle of Spell resistance (R, A) | rare | DDEX01-13 Pool of Radiance Resurgent | DDEX01-13 Pool of Radiance Resurgent | Show | ||
Notes:
Requires Attunement You have advantage on saving throws against spells while you wear this cloak. This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect. |
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Demon Armor (VR-A) | very_rare | DDEX03-16 Assault on Maerimydra | DDEX03-16 Assault on Maerimydra | Show | ||
Notes:
Demon Armor 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 |
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Tome of Understanding (VR) | very_rare | Service awards | Service award | Show | ||
Manual of Bodily Health (con)(VR) | very_rare | Service Awards 50th Anniversary, version 1.2 | Service Awards | Show | ||
Notes:
Manual of Bodily Health 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. |
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Necklace of Prayer beads (R,A) | rare | Trade Frieda/White Plume Mountain | Trade Log | Show | ||
Notes:
3x bless Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. |
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Ingot of the Sköld Rune (R,A) | rare | trade, Verrin, Chapter 8: Forge of the Fire Giants | Trade Log | Show | ||
Notes:
Ingot of the Sköld Rune (R,A) This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold 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 ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it. |
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Plate +2 (VR) | very_rare | Trading post CWF24 | Trade Log | Show | ||
Notes:
18+2 AC |
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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) |
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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!) |