Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Periapt of Proof Against Poison rare CCC-RCC-01-06 The Handfasting Show
Piece of the Moon (Clockwork Amulet) common PS-DC-TYM-PHP-DIV-01 below the world, beneath the sun, i hear somebody singing Show
Notes:

Wondrous item, common

Flavor:
A piece of solid moonlight inside a spherical lattice of solid divine threads. An elven song can be heard whenever its magic is used. This item has the Language (Elven) minor property: The bearer can speak and understand Elven while the item is on the bearer's person.

Piper's Hat (hat of Vermin, minor Guardian property) common Trade Log Show
Plate Armor +3 (minor Guardian property) legendary PS-DC-AUG-01 - Celestia Has Fallen Show
Notes:

Magic Items:
+3 Plate Armor
Armor (Plate Armor), Legendary
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Plate Armor +3 (/w minor Strange Material property) legendary PS-DC-ELEMENT-DEATH-01 Rocky Road! Show
Notes:

Legendary, Armor (plate), legendary)

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.

Strange material: This plate armour is made of magically enchanted stone slabs, and there is no metal used enabling druids to wear it.

Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix Show
Ring of Elemental Command (Air) with Harmonious property legendary PS-DC-PANDORA-JWEI-S2-03 (playtest) Show
Ring of Feather Falling rare DDHC-TYP Tomb of Horrors Show
Ring of Fire Resistance rare DDHC-TYP Tomb of Horrors Show
Ring of Free Action rare DDHC-TYP Tomb of Horrors Show
Ring of Jumping uncommon The Forgotten Forest DDAL05-10 Giant Diplomacy Show
Notes:

(Ring, uncommon - requires attunement)

This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.

Ring of Protection rare DDHC-TYP Tomb of Horrors Show
Ring of Protection rare DDHC-TYP White Plume Mountain Show
Ring of Regeneration very_rare Trade Log Show
Ring of Spell Storing rare DDHC-TYP White Plume Mountain Show
Ring of Spell Turning (/w minor Guardian property) legendary PS-DC-PANDORA-ROTU-S2-00C Show
Notes:

Ring, legendary (requires attunement)

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Flavor
Everchanging is a tool forged by Gond, the god of crafting, smithing, and inventiveness. It takes on the form of a key and can easily morph into other tools if needed.

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.

Robe of Stars very_rare Trade Log Show
Rod of Alertness very_rare DDAL00-03 Those That Came Before (T3) Show
Notes:

Rod, very rare (requires attunement)

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an Action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an Action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an Action to pull the rod from the ground. This property can’t be used again until the next dawn.

Rope of Entanglement uncommon DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show