Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Crystal Ball of True Seeing (T4 Lockt)
legendary
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Crystal Ball of True Seeing (T4 Lockt)
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Steel
very_rare
DDHC-WBW05-Palace of Heart's Desire
Trade Log
Show
Notes:
Steel
Weapon (longsword), very rare (requires attunement by a good-aligned creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
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.
Watchful Helm
very_rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
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.
Cloak of Arachnida
very_rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Cloak of Arachnida
Wondrous Item, very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Scimitar +3
very_rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Scimitar +3
Weapon, very rare
You have a +3 bonus to attack and damage rolls made with this weapon.
The wooden hilt is covered with a pattern resembling a snake's scales. Two staring eyes are carved on the pommel, and the pupils are set with emeralds. The emeralds flash with a green spark of light whenever this weapon strikes a foe.
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.
Half Plate Armor of Poison Resistance
rare
DDEX3-11 Quest For Sporedome
DDEX3-11 Quest For Sporedome
Show
Notes:
Half Plate Armor of Poison Resistance
Armor (half plate), rare (requires attunement)
You have Resistance to poison damage while you wear this armor.
This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds.
A description of this item can be found in the Dungeon Master's Guide.
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.
Belt of Hill Giant Strength
rare
CCC-SFBAY-02-03 The Risen Minotaur Lord
Trade Log
Show
Notes:
Belt of Hill Giant Strength
(Wondrous Item, rare, requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Dwarven Plate
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Ioun Stone of Awareness
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Ioun Stone of Awareness
Wondrous item, 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.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Flame Tongue (Scimitar)
rare
DDHC-TOA-10 - The Ruins of Hisari
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Flame Tongue (Shortsword)
Weapon (Shortsword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Feature: This sword, forged from a shard of glistening obsidian, appears solid and unbending, like the ground itself. The blade shifts slowly when set ablaze, as though its surface were gently flowing lava.
Staff of Fate
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Sun Blade
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Shield of Missile Attraction
rare
DDHC-TOA-04 Cellar of Death
DDHC-TOA-04 Cellar of Death
Show
Notes:
Shield of Missile Attraction
Armor (shield, rare (requires attunement))
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Fabric of Time (Guardian Mantle of Spell Resistance)
rare
WBW-DC-MOM-01 One Moment
WBW-DC-MOM-01 One Moment
Show
Notes:
Fabric of Time (Guardian Mantle of Spell Resistance)
Wondrous item, rare (requires Attunement)
You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Crystal Ball of True Seeing (T4 Lockt) | legendary | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Crystal Ball of True Seeing (T4 Lockt) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. |
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| Steel | very_rare | DDHC-WBW05-Palace of Heart's Desire | Trade Log | Show | ||
|
Notes:
Steel You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn. Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight. |
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| 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) 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. 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). Attunement Rite (flavor only). " 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."
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| Watchful Helm | very_rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Watchful Helm While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
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| 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 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. 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. |
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| Cloak of Arachnida | very_rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
|
Notes:
Cloak of Arachnida This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
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| Wand of Polymorph | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Wand of Polymorph This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Scimitar +3 | very_rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
|
Notes:
Scimitar +3 You have a +3 bonus to attack and damage rolls made with this weapon. The wooden hilt is covered with a pattern resembling a snake's scales. Two staring eyes are carved on the pommel, and the pupils are set with emeralds. The emeralds flash with a green spark of light whenever this weapon strikes a foe. |
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| Animated Shield | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Animated Shield 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. |
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| Half Plate Armor of Poison Resistance | rare | DDEX3-11 Quest For Sporedome | DDEX3-11 Quest For Sporedome | Show | ||
|
Notes:
Half Plate Armor of Poison Resistance You have Resistance to poison damage while you wear this armor. This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds. A description of this item can be found in the Dungeon Master's Guide. |
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| Amulet of the Devout, +2 | rare | DDAL-DRW11 Shadow in the Stacks | Trade Log | Show | ||
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Notes:
Amulet of the Devout, +2 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. |
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| Belt of Hill Giant Strength | rare | CCC-SFBAY-02-03 The Risen Minotaur Lord | Trade Log | Show | ||
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Notes:
Belt of Hill Giant Strength While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. |
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| Ring of Acid Resistance | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Ring of Acid Resistance You have resistance to acid damage while wearing this ring. |
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| Dwarven Plate | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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| Ioun Stone of Awareness | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Ioun Stone of Awareness 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. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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| Flame Tongue (Scimitar) | rare | DDHC-TOA-10 - The Ruins of Hisari | DDHC-TOA-10 - The Ruins of Hisari | Show | ||
|
Notes:
Flame Tongue (Shortsword) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. |
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| Staff of Fate | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
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Notes:
Staff of Fate This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. |
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| Sun Blade | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Sun Blade This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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| Shield of Missile Attraction | rare | DDHC-TOA-04 Cellar of Death | DDHC-TOA-04 Cellar of Death | Show | ||
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Notes:
Shield of Missile Attraction While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| Fabric of Time (Guardian Mantle of Spell Resistance) | rare | WBW-DC-MOM-01 One Moment | WBW-DC-MOM-01 One Moment | Show | ||
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Notes:
Fabric of Time (Guardian Mantle of Spell Resistance) Wondrous item, rare (requires Attunement) You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. |
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