Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ring of Free Action
rare
DDHC-TYP Tomb of Horrors
Show
Cape of the Mountebank
rare
Trade Log
Show
Notes:
Wondrous Item, rare
This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears. This cape smells faintly of brimstone.
While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Notes: Teleportation, Exploration, Outerwear
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
Figurine of Wondrous Power (Bronzee Griffon)
rare
Trade Log
Show
Glaive +2
rare
White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Weapon (glaive), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Longbow +2
rare
DDHC-CM Alkazaar's Appendix
Show
Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
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 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.
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.
Ring of Protection
rare
DDHC-TYP Tomb of Horrors
Show
Periapt of Proof Against Poison
rare
CCC-RCC-01-06 The Handfasting
Show
Rope of Entanglement
rare
Chult
DDAL07-07 Rotting Roots
Show
Notes:
Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length.
This item can be found in the Dungeon Master’s Guide.
Chainmail +1
rare
DDHC-TYP White Plume Mountain
Show
Armor of Slashing Vulnerability
rare
Trade Log
Show
Wand of Lightning Bolts
rare
Trade Log
Show
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.
Try's Justice (Greatsword +2 w/ flavor text)
rare
Fort Dalton
CCC-GHC-08 Death In The Ruins
Show
Notes:
Weapon (greatsword), rare
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.
Figurine of Wondrous Power (bronze griffon)
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Free Action | rare | DDHC-TYP Tomb of Horrors | Show | |||
Cape of the Mountebank | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears. This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Notes: Teleportation, Exploration, Outerwear |
||||||
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 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 | |||
Figurine of Wondrous Power (Bronzee Griffon) | rare | Trade Log | Show | |||
Glaive +2 | rare | White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Weapon (glaive), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
Longbow +2 | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | 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 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 |
||||||
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. |
||||||
Ring of Protection | rare | DDHC-TYP Tomb of Horrors | Show | |||
Periapt of Proof Against Poison | rare | CCC-RCC-01-06 The Handfasting | Show | |||
Rope of Entanglement | rare | Chult | DDAL07-07 Rotting Roots | Show | ||
Notes:
Wondrous Item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length. This item can be found in the Dungeon Master’s Guide. |
||||||
Chainmail +1 | rare | DDHC-TYP White Plume Mountain | Show | |||
Armor of Slashing Vulnerability | rare | Trade Log | Show | |||
Wand of Lightning Bolts | rare | Trade Log | Show | |||
Maya’s necklace (Periapt of proof against poison with sentinel undead property) | rare | FR-DC-PANDORA-JWEI-11 | Show | |||
Notes:
Wondrous Item, rare |
||||||
Try's Justice (Greatsword +2 w/ flavor text) | rare | Fort Dalton | CCC-GHC-08 Death In The Ruins | Show | ||
Notes:
Weapon (greatsword), rare 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. |
||||||
Figurine of Wondrous Power (bronze griffon) | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show |