Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Amulet of Health
rare
CCC-GSP-NTHR01-01 A Night Of Sorrow
Show
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.
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.
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
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Amulet of Health | rare | CCC-GSP-NTHR01-01 A Night Of Sorrow | Show | |||
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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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 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. |
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Maya’s necklace (Periapt of proof against poison with sentinel undead property) | rare | FR-DC-PANDORA-JWEI-11 | Show | |||
Notes:
Wondrous Item, rare Flavor |
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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. |
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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 |