Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Maya’s necklace (Periapt of proof against poison with sentinel undead property) rare FR-DC-PANDORA-JWEI-11 Show
Notes:

Wondrous Item, rare
Flavor
This dark-purple necklace bears the symbol of Mystryl. Its final bits of power wards off all poisons and glows when it detects undead creatures.

The Pandora Box (Necklace of Prayer Beads with Blissful property) rare FR-DC-PANDORA-JWEI-12 Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)

Beads: 2 Blessing, 1 Curing, 2 Favor, for characters that achieved other endings with Pandora sealed away.

Flavor
Pandora resides within this box. Everytime you touch the Pandora Box, you recall one cherished memory spent with Pandora. You could almost hear her voice bombarding you with endless questions. Whenever you are feeling down, you could almost see a faint image of her cheering you up. Whenever you are feeling hesitant, you remember her, filled with curiosity, rushing in head first without fear or worries. No matter what happens, no matter how strong the adversary may be, remember… Pandora will always be there for you, and this thought immediately washes away your weariness and restores your vigor.

If you have the Summons bead and you use it, at the DM’s discretion, you may summon forth Pandora. Pandora most appropriately uses the living portent stat block but with chaotic good alignment.

Ring of Protection rare DDHC-TYP White Plume Mountain Show
Chainmail +1 rare DDHC-TYP White Plume Mountain Show
Ring of Fire Resistance rare DDHC-TYP Tomb of Horrors Show
Ring of the Ram rare CCC-GHC-07 River Runs Red Show
Notes:

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.

Armor of Vulnerability (Slashing) rare DDHC-TYP White Plume Mountain Show
Berserker Battleaxe rare DDHC-TYP Tomb of Horrors Show
Brass Horn of Valhalla rare CCC-GAD02-03 Arena of Champions Show
Notes:

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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 brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.

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. This item is found in the Dungeon Master’s Guide.

This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Figurine of Wondrous Power (Onyx Dog) rare CCC-CIC-02 The Clockwork Laboratory Show
Notes:

Wondrous Item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

Figurine of Wondrous Power (Bronzee Griffon) rare Trade Log Show
Godlen Apple (Astromancy Archive) rare SJ-DC-ECHO-01 Starfall Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

Ring of Free Action rare DDHC-TYP Tomb of Horrors Show
Figurine of Wondrous Power (bronze griffon) rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Mace of Terror rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Periapt of Proof Against Poison rare CCC-RCC-01-06 The Handfasting Show
Instrument of the Bards (Cli Lyre) rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Animated Shield very_rare Purchase Log Show
Dwarven Plate very_rare Trade Log Show
Notes:

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

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.

Notes: Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage

Helm of Brilliance very_rare DDHC-TYP Tomb of Horrors Show
Notes:

(3 Diamonds, 13 Rubies, 20 Fire Opals, 19 Opals)

Wondrous item, very rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

You can use an action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
As long as The Helm has at least one ruby, you have Resistance to fire damage.
As long as The Helm has at least one fire opal, you can use an action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.