Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Battleaxe +1 uncommon DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Rope of Entanglement uncommon DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Cloak of Protection uncommon DDEP2 Mulmaster Undone (Fall DaddyCon 2021) Show
Notes:

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear

Wooden Sentinel Shield uncommon DDHC-MORD-03 To Wake the Leviathan Show
Notes:

armor (shield), uncommon, major tier

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Prospector’s Chronoglass (Periapt of Proof Against Poison) rare CCC-GAD01-03 Caught in Time Show
Notes:

Wondrous Item, rare

This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry

This item can be found in Appendix 13.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) Show
Rope of Entanglement rare Trade Log 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.

Notes: Restrained, Control

Bone Half-Plate +1 (Druid-friendly) rare CCC-TRI-06 NIGHT1-2: Haggard Heroes Show
Notes:

Armor, rare

Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment.

You have a +1 bonus to AC while wearing this armor.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

"Fat" Markoth Cummerbund (Belt of Hill Giant Strength) rare Phlan CCC-LINKS-01 Champion of the People Show
Notes:

Rare, requires attunement

Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband
above all other possessions. He wore it every day in life but was never able to fully grasp its benefits
despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the
wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.

Armor of Vulnerability (Slashing) rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) Show
Amethyst Stirring Dragon's Wrath Longbow rare Trade Log Show
Notes:

Weapon (Any), Rarity Varies (Requires Attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.

Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.

Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.

The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.

Opal of the Ild Rune rare DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire's Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild 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 opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor

Instrument of the Bards (Cli Lyre) rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Boots of Speed rare DDHC-MORD-03 To Wake the Leviathan Show
Notes:

wondrous item, major tier, 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.

Brazier of Commanding Fire Elementals rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Notes:

Its command word, ilkath keri (Ignan for "blaze brightly"), is inscribed along the brazier's inside rim.

Ring of Cold Resistance rare DDHC-MORD-03 To Wake the Leviathan Show
Notes:

ring, major tier, rare (requires attunement)

You have resistance to cold damage while wearing this ring.

Longbow +2 rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 2+3) Show
Periapt of Proof against Poison rare CCC-RCC-01-06 The Handfasting Show
Notes:

Wondrous item, rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

Portable Hole rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

Curse Ring (NO) rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) Show