Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Bag of Devouring very_rare CCC-FC3-01-03 Tales of Estirwald - The Fun House CCC-FC3-01-03 Tales of Estirwald - The Fun House Show
Notes:

Bag of Devouring
Wondrous Item, very rare

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice.

The extra dimensional creature 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 another plane of existence. The DM determines the time and plane.

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.

Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….

This item can be found in the ​Dungeon Master’s Guide.

Animated Shield rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Animated Shield
Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Amulet of the Devout, +2 rare DDAL-DRW11 Shadow in the Stacks Trade Log Show
Notes:

Amulet of the Devout, +2
Wondrous item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Amulet of the Devout +1 uncommon lvl 5 Magic item Chose CCC-ARCON 01-02 A Whale of a Tale Show
Notes:

Amulet of the Devout +1
Wondrous item, uncommon (requires Attunement by a Cleric or paladin)

This Amulet bears the Symbol of a deity inlaid with precious stones or metals. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells.

While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier) very_rare FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Aegis of Hallwinter, Helm’s Last Vigil (Shield of the Cavalier)
Shield (shield), very rare (requires attunement)

While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.

The Shield has the following additional properties that you can use while holding it.

Forceful Bash. When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.

Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.

War Leader.
You plant the rim and speak; Helm’s gauntlet glows, shaping your voice into a clear command that carries six hundred feet through wind and stone. To allies it sounds like a captain’s call; to foes, a gate slamming shut.

Once borne by Chanelle Hallwinter, Paladin of Helm and Knight of Helm’s Hold.

Appearance. A broad kite shield of dusk-steel trimmed in bright electrum. At its heart is Helm’s open gauntlet in high relief; fourteen tiny star-studs ring the emblem. The rim bears a pale nick every few inches where undead teeth once struck and slipped. Despite the crypt’s corruption, the metal is untarnished; cool to the touch, it smells faintly of incense and rain on stone.

Inscription (inner boss).
“Stand. See. Suffer not the innocent to fall.” — C. Hallwinter

Attunement Rite (flavor only).
Kneel, rest the shield upright, and lay your palm in the gauntlet. Speak any vow of watchfulness. The studs glow soft silver, and a calm pressure settles over your chest like a mailed hand.
Hallwinter’s Legacy

" Why it resisted corruption. The shield carries an enduring blessing of Helm placed during the Siege of the Chasm. In Chanelle’s sarcophagus, it quenched necrotic seepage like rain on coals; undead that pressed close left teeth-scores on the rim but never breached the vigil."

  • Neverwinter’s heroine. Chanelle Hallwinter held the Blacklake line for three nights while citizens evacuated to the Enclave. Witnesses said she never blinked—the visor of her helm down, the hand of Helm “resting” on her shoulder.

    • Helm’s sign. When a creature threatens a protected ally, a faint eye-slit of light appears across the shield’s gauntlet.

    Table manifestations:
    - When you succeed on a save, the sound of a gate bar dropping echoes softly.
    - While you maintain the Protective Field, motes of silver dust drift like snow and melt on the dome.

Adamantine Armor (Splint) uncommon DDHC-TOA-10 - The Ruins of Hisari DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

Adamantine Armor
Armor (Splint), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence.

While you're wearing it, any critical hit against you becomes a normal hit.