Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Dread helm (C)
common
DC-PoA-CONMAR-05-Need an exscissorcism?
Show
Notes:
This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to
Cli lyre (R,A)
rare
CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink
Trade Log
Show
Notes:
Cli Lyre
Wondrous item, rare (requires Attunement by a bard)
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 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an Action to play the Instrument and cast one 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.
You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component.
Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall
Rod of Rulership (R,A)
rare
CCC-TRI-03 ROC1-1 Fences and Swords
CCC-TRI-03 ROC1-1 Fences and Swords
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.
Psi Crystal (U, A)
uncommon
DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines
DC-PoA-CONMAR-01 Something Sinister
Show
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet
8-11 30 feet
Bright light in a 5-foot radius and
dim light for an additional 5 feet
12-15 60 feet
Bright light in a 10-foot radius and
dim light for an additional 10 feet
16 or higher 120 feet
Bright light in a 15-foot radius and
dim light for an additional 15 feet
Cloak of the Manta Ray (U)
uncommon
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found in the Basic Rules.
This cloak is made from a spotted goat skin with the fur still on.
Wand of Pyrotechnics (C)
common
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Wand of Pyrotechnics (wand, common)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
This item is found in the Xanathar's Guide to Everything
This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.
Instrument of Scribing (C, A)
common
DC-PoA-CONMAR-13 Finding Harthin
DC-PoA-CONMAR-13 Finding Harthin
Show
Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
This instrument is a flute made of whale bone.
Boots of Winterlands (U, A)
uncommon
DC-PoA-CONMAR-14 Free Seal-Estate
DC-PoA-CONMAR-14 Free Seal-Estate
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Notes: Resistance: Cold, Buff, Utility, Warding, Footwear
Mirror of the past (R)
rare
DC-POA-CONMAR-18: The Nightshade Sinners
DC-POA-CONMAR-18: The Nightshade Sinners
Show
Notes:
Mirror of the past
Wondrous Item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
This item is found in Tales from the Yawning Portal.
The rim of this circular mirror is engraved with Draconic letters, which spells out the following sentence in Loross: “Look into me, and I will show you what has been.”
Gem of Seeing (R-A)
rare
DDAL09-05 Faces of Fortune
DDAL09-05 Faces of Fortune
Show
Notes:
Gem of Seeing
Wondrous Item, rare (requires attunement)
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Hellrider's Badge - Klysandral's Champion (R-A)
rare
DDEP09-02 Hellfire Requiem (Tier 2)
DDEP09-02 Hellfire Requiem (Tier 2)
Show
Notes:
Hellrider's Badge - Klysandral's Champion
Wondrous Item, rare (requires attunement by someone designated by Duke Ulder Ravengard)
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.
Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.
Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
Cloak of the bat (R,A)
rare
DDEP09-03 Liar’s Night (Tier 2)
DDEP09-03 Liar’s Night (Tier 2)
Show
Notes:
Requires Attunement
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Splint armor +1 (U)
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs.
Silver Horn of Valhalla (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons
Mithral Armor (U)
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
1 rare item (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE).
Silvered Greatsword +3 (VR)
very_rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Rod of the Pact Keeper +2 (R-A)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Bracers of Defense (R-A)
rare
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
Show
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence.
Jannick’s sword belt (Belt of Hill Giant Str) (R-A)
rare
FR-DC-CONMAR-XX Tomb of Honors
FR-DC-CONMAR-XX Tomb of Honors
Show
Notes:
Jannick’s sword belt
Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Legend has it that no enemy was ever able to get the jump on Jannick, he moved so swiftly that he always landed the first strike. Wearing this belt imbues you with a modicum of Jannick's swiftness.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Dread helm (C) | common | DC-PoA-CONMAR-05-Need an exscissorcism? | Show | |||
Notes:
This helm is made from the skull of a white dragon wyrmling. |
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Cli lyre (R,A) | rare | CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink | Trade Log | Show | ||
Notes:
Cli Lyre 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 15 Wisdom saving throw or take 2d4 psychic damage. You can use an Action to play the Instrument and cast one 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. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall |
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Rod of Rulership (R,A) | rare | CCC-TRI-03 ROC1-1 Fences and Swords | CCC-TRI-03 ROC1-1 Fences and Swords | Show | ||
Notes:
Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. |
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Psi Crystal (U, A) | uncommon | DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines | DC-PoA-CONMAR-01 Something Sinister | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Range of Telepathy Light intensity 8-11 30 feet dim light for an additional 5 feet 12-15 60 feet dim light for an additional 10 feet 16 or higher 120 feet dim light for an additional 15 feet |
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Cloak of the Manta Ray (U) | uncommon | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon) While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. This item is found in the Basic Rules. This cloak is made from a spotted goat skin with the fur still on. |
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Wand of Pyrotechnics (C) | common | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
Notes:
Wand of Pyrotechnics (wand, common) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. This item is found in the Xanathar's Guide to Everything This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns. |
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Instrument of Scribing (C, A) | common | DC-PoA-CONMAR-13 Finding Harthin | DC-PoA-CONMAR-13 Finding Harthin | Show | ||
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. This instrument is a flute made of whale bone. |
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Boots of Winterlands (U, A) | uncommon | DC-PoA-CONMAR-14 Free Seal-Estate | DC-PoA-CONMAR-14 Free Seal-Estate | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. Notes: Resistance: Cold, Buff, Utility, Warding, Footwear |
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Mirror of the past (R) | rare | DC-POA-CONMAR-18: The Nightshade Sinners | DC-POA-CONMAR-18: The Nightshade Sinners | Show | ||
Notes:
Mirror of the past |
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Gem of Seeing (R-A) | rare | DDAL09-05 Faces of Fortune | DDAL09-05 Faces of Fortune | Show | ||
Notes:
Gem of Seeing This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Hellrider's Badge - Klysandral's Champion (R-A) | rare | DDEP09-02 Hellfire Requiem (Tier 2) | DDEP09-02 Hellfire Requiem (Tier 2) | Show | ||
Notes:
Hellrider's Badge - Klysandral's Champion While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem. |
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Cloak of the bat (R,A) | rare | DDEP09-03 Liar’s Night (Tier 2) | DDEP09-03 Liar’s Night (Tier 2) | Show | ||
Notes:
Requires Attunement While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Splint armor +1 (U) | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs. |
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Silver Horn of Valhalla (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Silver Horn of Valhalla You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement |
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Mithral Armor (U) | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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1 rare item (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE). |
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Silvered Greatsword +3 (VR) | very_rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Silvered Greatsword +3 You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. |
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Rod of the Pact Keeper +2 (R-A) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Rod of the Pact Keeper +2 While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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Bracers of Defense (R-A) | rare | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | Show | ||
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence. |
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Jannick’s sword belt (Belt of Hill Giant Str) (R-A) | rare | FR-DC-CONMAR-XX Tomb of Honors | FR-DC-CONMAR-XX Tomb of Honors | Show | ||
Notes:
Jannick’s sword belt |