Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Amulet of Health rare CCC-SFBay-02-02 Rise of the Oger King CCC-SFBay-02-02 Rise of the Oger King Show
Notes:

Amulet of Health
Wondrous Item, Rare (Requires Attunement)

Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

This amulet consists of a bloodstone flanked by troll teeth. The cord holding it is made of troll hide. Characters who wear this amulet often feel invincible when engaging in melee combat, yet they develop an aversion to fire, almost as if they believe they are vulnerable to it.

Belt of the Wrathbound Bull (Belt of Hill Giant Strength (Str 21) rare CCC-SFBAY-02-03 The Risen Minotaur Lord CCC-SFBAY-02-03 The Risen Minotaur Lord Show
Notes:

Belt of the Wrathbound Bull (Belt of Hill Giant Strength (Str 21)
Wondrous Item, Rare (Requires Attunement)

A brutal relic from the age when Garut still drew breath—before he was wrapped in funerary linen and rose again as a Mummy Lord beneath his ruined temple. Even now, the belt doesn’t feel “worn” so much as claimed.

Appearance

A broad war-girdle of blackened oxhide and bronze plates, big enough to look slightly too heavy for any sane person. The buckle is a snarling bull’s head with curled horns, its eyes set with dull carnelian that catch torchlight like embers. Along the inner lining, the leather is stitched with a tight band of aged linen—funerary wrappings taken from Garut’s own rites.

The belt smells faintly of old incense, iron, and sun-baked dust.

The feel of it

When you tighten it, the leather cinches with a sound like a distant drumbeat, and for a moment you feel a phantom weight settle across your shoulders—like standing under the gaze of a wrathful god. Your muscles don’t merely strengthen; they harden, as if your body remembers a lifetime of siege and slaughter.

Anyone close enough can hear it sometimes: a low, half-swallowed bovine growl that could be a creak of leather… or a warning.

Magic tells

Warmth: The buckle grows warm when blood is spilled nearby, even a drop.

Echoes: In silence, you catch the faintest sound of hooves on stone when you take your first step after donning it.

Shadow: Your shadow broadens subtly at the shoulders and neck—hinting at horns that aren’t there.

Whispered legend (in-world lore)

Garut was a war cleric who preached that mercy was a lie told by the weak. He marched at the head of raiders and zealots, taking offerings in steel and screaming prayer. When his body failed, his faithful embalmed him in the deepest chambers of his temple so his wrath could outlast death.

The belt was his “girdle of vows.” Some say each plate bears a promise: vengeance, dominion, sacrifice, hunger.

Optional attunement quirk (pure flavor, no mechanics)

While attuned, you can’t quite stop squaring your stance like a fighter ready to charge. When someone challenges your strength or authority, you feel a reflexive urge to meet it head-on.

Rogue's Mantle rare BMG-DRW-KS01 The Thief of Thay BMG-DRW-KS01 The Thief of Thay Show
Notes:

Rogue's Mantle
Wondrous Item, rare (requires attunement)

Worn and frayed at the ends, this dirty gray cloak keeps its wearer warm in cold weather.
It smells of basil and sage.

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.

Sekolahian Worshipping Statuette common BMG-DRW-KS01 The Thief of Thay BMG-DRW-KS01 The Thief of Thay Show
Notes:

Sekolahian Worshipping Statuette
Wondrous Item, Common

Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.

Dark Shard Amulet common BMG-DRW-KS02 Duty and Honor BMG-DRW-KS02 Duty and Honor Show
Notes:

Dark Shard Amulet
Wondrous Item, Common (Requires Attunement by a Warlock)

This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the amulet as a Spellcasting Focus for your Warlock spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.

Harmonious. Attuning to this item takes only 1 minute.

Starshot Hand Crossbow rare BMG-DRW-KS02 Duty and Honor BMG-DRW-KS02 Duty and Honor Show
Notes:

Starshot Hand Crossbow
Weapon (Hand Crossbow), Rare (Requires Attunement)

Interlacing silver ferns—a popular Rashemi motif— adorn both sides of the foregrip. This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.

Constellations. The crossbow is decorated with three constellations. As a Bonus Action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
- Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.
- Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 Fire damage.
- Rogue. Until the end of your next turn, you have the Invisible condition, and anything you are wearing or carrying is also Invisible.