Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Golden Breastplate +2
very_rare
DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path
Show
Headsman's Axe
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit.
+2 Armor (to be decided?)
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Manual of Gainful Exercise
very_rare
CCC-TRI-24 STORM 1-3 Knight Errand
Show
Notes:
Wondrous Item, very rare
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff
Frost Brand Glaive
very_rare
DDHC-DD-08 Shivering Death
Show
Instrument of the Bards: Anstruth Harp
very_rare
Trade Log
Show
Notes:
(wondrous item, very rare)
This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. 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.
Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of
Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp.
Balagos Belt (Dragonhide belt, +3 w Harmonious)
very_rare
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk)
Harmonious. Attuning to this item takes only 1 minute.
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.
Manual of Quickness of Action
very_rare
Trade Log
Show
Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk)
very_rare
SJ-DC-PANDORA-JWEI-04
Show
Notes:
Flavor
When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.
Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.
Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
Show
Dragon Gullet (Bag of Devouring)
very_rare
CCC-SEA-01-03 Stargazing On the Albatross
Show
Notes:
Wondrous item, Very Rare
This Bag of Devouring is linked to the stomach of an ancient white dragon. Cold air flows from this bag when it is open. A harmless 5 ft radius wave of frigid sea water splashes out of the bag whenever a creature is pulled in. Turning the bag inside out closes the orifice.
The dragon attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag.
A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into Avernus, the first layer of the Nine Hells. The DM determines the time.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ring of Regeneration
very_rare
SJ-DC-IS-01 Isekaispace I (Author's Only run)
Show
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
This translucent green stone came from the Far Realm.
Curse Ring (NO)
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
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.
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.
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Lash of Immolation
rare
DDHC-GOG-01 Giants of the Star Forge
Show
Notes:
Weapon (whip), rare
Martial weapon, melee weapon
3 lb. 1d4 slashing - finesse, reach
The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.
Invoking the Rune.
When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to 2d6.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Source: BGG, page 113
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
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Golden Breastplate +2 | very_rare | DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path | Show | |||
| Headsman's Axe | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
|
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit. |
||||||
| +2 Armor (to be decided?) | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Manual of Gainful Exercise | very_rare | CCC-TRI-24 STORM 1-3 Knight Errand | Show | |||
|
Notes:
Wondrous Item, very rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff |
||||||
| Frost Brand Glaive | very_rare | DDHC-DD-08 Shivering Death | Show | |||
| Instrument of the Bards: Anstruth Harp | very_rare | Trade Log | Show | |||
|
Notes:
(wondrous item, very rare) This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. 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. Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp. |
||||||
| Balagos Belt (Dragonhide belt, +3 w Harmonious) | very_rare | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk) Harmonious. Attuning to this item takes only 1 minute. This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing. |
||||||
| Manual of Quickness of Action | very_rare | Trade Log | Show | |||
| Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) | very_rare | SJ-DC-PANDORA-JWEI-04 | Show | |||
|
Notes:
Flavor Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form. |
||||||
| Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | Show | |||
| Dragon Gullet (Bag of Devouring) | very_rare | CCC-SEA-01-03 Stargazing On the Albatross | Show | |||
|
Notes:
Wondrous item, Very Rare This Bag of Devouring is linked to the stomach of an ancient white dragon. Cold air flows from this bag when it is open. A harmless 5 ft radius wave of frigid sea water splashes out of the bag whenever a creature is pulled in. Turning the bag inside out closes the orifice. The dragon attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into Avernus, the first layer of the Nine Hells. The DM determines the time. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
||||||
| Ring of Regeneration | very_rare | SJ-DC-IS-01 Isekaispace I (Author's Only run) | Show | |||
| Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
|
Notes:
Wondrous Item, very rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Intellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. This translucent green stone came from the Far Realm. |
||||||
| Curse Ring (NO) | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
| 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. |
||||||
| 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. |
||||||
| Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
| Lash of Immolation | rare | DDHC-GOG-01 Giants of the Star Forge | Show | |||
|
Notes:
Weapon (whip), rare The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail. You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target. When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to 2d6. Once the rune has been invoked, it can't be invoked again until the next dawn. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
||||||
| 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 |
||||||
| Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||