Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

Mace of Terror rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Instrument of the Bards (Cli Lyre) rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
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.

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.

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

Ring of Resistance (Acid) rare DDHC-GOG-01 Giants of the Star Forge Show
Notes:

Ring, rare (requires attunement)

A Medium or Small Humanoid can wear one of these rings like a bangle.

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, 1 Summons for characters that achieved Ending: Pandora! without Pandora sealed

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.

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.

Giant's Bane (Longbow +2) rare CCC-GHC-09, Swamp of Death Show
Notes:

Weapon (longbow), rare

You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

Brass Horn of Valhalla rare CCC-GAD02-03 Arena of Champions Show
Notes:

Flavor: 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.

Greataxe+2 rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Mace +2 rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Shortsword +2 rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Whip+2 rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Brazier of Commanding Fire Elementals rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Dragon Slayer rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Hell Hound Cloak rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Notes:

Weapon (any sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Hell Hound Cloak rare DDHC-TYP Against the Giants: Hall of the Fire Giant King Show
Notes:

Wondrous item, rare (requires attunement)

This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form.

Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.