Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
đľ Hat of Wizardry
common
Trade Log
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
* You can use the hat as a spellcasting focus for your wizard spells.
* You can try to cast a cantrip that you donât know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a long rest.
đ˛ Blessing of Protection
unique
DDHC-TYP Tales from the Yawning Portal
Show
đš Bracers of Defense
rare
CCC-BMG-17 ELM1-2 The Lost Sanctum
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.
â Cloak of Displacement
rare
CCC-SFBAY-0201 Old Enemies Arise
Show
đš Staff of Power
very_rare
Trade Log
Show
đš Tome of the Clear Thought
very_rare
Trade Log
Show
đš Manual of Quickness of Action
very_rare
Trade Log
Show
â +1 Arcane Grimoire
uncommon
Purchase Log
Show
â Ring of the Ram
rare
CCC-GHC-07 The River Runs Red
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Crafted of cold iron and fashiong with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring.
â Tyr's Justice (Greatsword +2)
rare
CCC-GHC-08 Death in the Ruins
Show
Notes:
Weapon (greatsword), rare
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you arenât incapacitated.
HISTORY
From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr.
To dispense Tyrâs most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed âTyrâs Justiceâ. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headmanâs sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region.
Other than the balanced scales of Tryâs holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorinâs predominant belief: âJustice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.â
GLORY BE TO YOU ALMIGHTY LORD OF JUSTICE.
IN YOU, LORD, I PUT MY TRUST;
MAY I NEVER BE PUT TO SHAME.
IN YOUR JUSTICE, SET ME FREE,
TURN YOUR EAR TO ME; MAKE HASTE TO RESCUE ME.
BE MY RAMPART, MY FORTIFICATION; KEEP ME SAFE.
FOR YOU ARE MY STRENGTH AND MY REFUGE,
I KNOW YOU WILL HELP ME.
INTO YOUR HANDS, I COMMEND MY SPIRIT:
YOU HAVE REDEEMED ME, LORD GOD OF JUSTICE.
â Giant's Bane (Longbow +2)
rare
CCC-GHC-09 Swamp of Death
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical longbow. 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.
This stout recurved bow is fashioned from the horn of a great beast and ringed in complex sigils at either end.
GIANT'S BANE HISTORY
In 1325 DR the ranger Kaylin Plainstalker patrolled a vast area between the Giantâs Run Mountains and Elversult. Of half-elven heritage, the woman was a beauty, as well as an expert shot with her bow. Her attractiveness and her prowess at stopping marauding bands of hill giants soon caught the eye of Rilar Biltmoor, a rakish young wool merchant from Elversult. To gain her favor, the young man paid a wizard from Westgate to craft her a magical bow made of yew. Kaylin accepted the weapon, but rebuffed the merchantâs romantic interests.
Several years later, Rilarâs business failed, and he lost everything. He returned to his family farm on the outskirts of Elversult. Instead of organizing large shipments of wool to Westgate and Iriaebor, he spent his days tending sheep in the foothills of the Giantâs Run Mountains.
When Kaylin learned of the manâs troubles, she visited and offered to return the weapon he had given to her, hoping she could ease his financial burdens. Rilar declined the bow, claiming he had found a peace and contentment as a sheep header that he had not known as a merchant. His honesty and newfound humility touched the ranger, and over time, she grew to love the man she had rejected years earlier. They eventually married and started a family of their own.
The bow remained in Kaylinâs possession until she died peacefully in her sleep at her familyâs farm.
When thunder booms and the birds have flown,
They come from the hills to leave you as bones.
They burn, kill, and loot and delight in it all,
And none can stop them, because they're so tall.
But with a pull of the string, it delivers such pain.
They hoot and they holler and cry "Giant's Bane!"
They run for the hills and never look back,
To afraid to return for another attack!
â Lor'shon va'Na'eel (Rod of Absorption)
rare
DDAL00-02e Lost Tales of Myth Drannor: Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
The LorâShon vaâNaâeel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the ownerâs actions but fills their dreams with scorn for others who employ magic and hubris for the ownerâs talents. When grasped by the attuned, the end of this rod wraps firmly around the wielderâs wrist. This item can be found in the Dungeon Masterâs Guide
â Dwarven Plate
very_rare
DDHC-CM Alkazaar's Appendix
Show
â Animated Shield
very_rare
DDHC-CM Alkazaar's Appendix
Show
â Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
Show
â Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
â Ring of Protection
rare
DDHC-CM Alkazaar's Appendix
Show
â Wand of Fear
rare
DDHC-CM Alkazaar's Appendix
Show
â +2 Longbow
rare
DDHC-CM Alkazaar's Appendix
Show
â Staff of Withering
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
đľ Hat of Wizardry | common | Trade Log | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) |
||||||
đ˛ Blessing of Protection | unique | DDHC-TYP Tales from the Yawning Portal | Show | |||
đš Bracers of Defense | rare | CCC-BMG-17 ELM1-2 The Lost Sanctum | Show | |||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
â Cloak of Displacement | rare | CCC-SFBAY-0201 Old Enemies Arise | Show | |||
đš Staff of Power | very_rare | Trade Log | Show | |||
đš Tome of the Clear Thought | very_rare | Trade Log | Show | |||
đš Manual of Quickness of Action | very_rare | Trade Log | Show | |||
â +1 Arcane Grimoire | uncommon | Purchase Log | Show | |||
â Ring of the Ram | rare | CCC-GHC-07 The River Runs Red | Show | |||
Notes:
Ring, rare (requires attunement) |
||||||
â Tyr's Justice (Greatsword +2) | rare | CCC-GHC-08 Death in the Ruins | Show | |||
Notes:
Weapon (greatsword), rare |
||||||
â Giant's Bane (Longbow +2) | rare | CCC-GHC-09 Swamp of Death | Show | |||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical longbow. 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. |
||||||
â Lor'shon va'Na'eel (Rod of Absorption) | rare | DDAL00-02e Lost Tales of Myth Drannor: Forgotten Foes | Show | |||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) |
||||||
â Dwarven Plate | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
â Animated Shield | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
â Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | Show | |||
â Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
||||||
â Ring of Protection | rare | DDHC-CM Alkazaar's Appendix | Show | |||
â Wand of Fear | rare | DDHC-CM Alkazaar's Appendix | Show | |||
â +2 Longbow | rare | DDHC-CM Alkazaar's Appendix | Show | |||
â Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn. |