Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ Rod of the Pact Keeper +2
common
DDAL9-20 Where Devils Fear to Tread
Show
🗵 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 don’t 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 can’t use this property again until you finish a long rest.
☐ +1 Arcane Grimoire
uncommon
Purchase Log
Show
☐ Ring of Free Action
rare
CCC-BMG-MOON20 Through the Storm
Show
Notes:
The ring appears to be made of smooth gray wooden thorny vines in the loop. A piece of moonstone forms the center of the ring. When the ring's magic is activated, the wearer feels a harmless flash of pain as if his finger is pierced by a thorn - a drop of blood as payment to the Earthmother.
☐ 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 Lor’Shon va’Na’eel 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 owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide
🗹 The Slug Lord's Tower (Daern's Instant Fortress)
rare
Trade Log
Show
Notes:
This item is a 1-inch cube of compacted slime secreted by Baalzebal when he was in slug form. The slime cube emits a terrible stench when held close to the nose.
☐ Cloak of Displacement
rare
CCC-SFBAY-0201 Old Enemies Arise
Show
☐ Wand of Fear
rare
DDHC-CM Alkazaar's Appendix
Show
☐ 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 aren’t 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 Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s 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 Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice 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.”
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.
☐ 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 Giant’s 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 merchant’s romantic interests.
Several years later, Rilar’s 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 Giant’s Run Mountains.
When Kaylin learned of the man’s 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 Kaylin’s possession until she died peacefully in her sleep at her family’s 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!
☐ Ring of Protection
rare
DDHC-CM Alkazaar's Appendix
Show
🗹 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.
☐ Mace of Smiting
rare
DDHC-DMM Dungeon of the Mad Mage: Terminus Level (Level 21)
Show
☐ Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
Show
☐ Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
You can use an action to speak the horn’s 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 isn’t 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 horn’s 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.
☐ 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.
☐ Wand of the War Mage +2
rare
CCC-ROZK-0101 Binder’s Torment
Show
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
☐ +2 Longbow
rare
DDHC-CM Alkazaar's Appendix
Show
☐ 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.
☐ Animated Shield
very_rare
DDHC-CM Alkazaar's Appendix
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ Rod of the Pact Keeper +2 | common | DDAL9-20 Where Devils Fear to Tread | Show | |||
🗵 Hat of Wizardry | common | Trade Log | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) |
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☐ +1 Arcane Grimoire | uncommon | Purchase Log | Show | |||
☐ Ring of Free Action | rare | CCC-BMG-MOON20 Through the Storm | Show | |||
Notes:
The ring appears to be made of smooth gray wooden thorny vines in the loop. A piece of moonstone forms the center of the ring. When the ring's magic is activated, the wearer feels a harmless flash of pain as if his finger is pierced by a thorn - a drop of blood as payment to the Earthmother. |
||||||
☐ 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 Slug Lord's Tower (Daern's Instant Fortress) | rare | Trade Log | Show | |||
Notes:
This item is a 1-inch cube of compacted slime secreted by Baalzebal when he was in slug form. The slime cube emits a terrible stench when held close to the nose. |
||||||
☐ Cloak of Displacement | rare | CCC-SFBAY-0201 Old Enemies Arise | Show | |||
☐ Wand of Fear | rare | DDHC-CM Alkazaar's Appendix | Show | |||
☐ Tyr's Justice (Greatsword +2) | rare | CCC-GHC-08 Death in the Ruins | Show | |||
Notes:
Weapon (greatsword), rare |
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☐ 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. |
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☐ Ring of Protection | rare | DDHC-CM Alkazaar's Appendix | Show | |||
🗹 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. |
||||||
☐ Mace of Smiting | rare | DDHC-DMM Dungeon of the Mad Mage: Terminus Level (Level 21) | Show | |||
☐ Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | Show | |||
☐ Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
You can use an action to speak the horn’s 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 isn’t 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 horn’s 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. |
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☐ Ring of the Ram | rare | CCC-GHC-07 The River Runs Red | Show | |||
Notes:
Ring, rare (requires attunement) |
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☐ Wand of the War Mage +2 | rare | CCC-ROZK-0101 Binder’s Torment | Show | |||
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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☐ +2 Longbow | rare | DDHC-CM Alkazaar's Appendix | Show | |||
☐ Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn. |
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☐ Animated Shield | very_rare | DDHC-CM Alkazaar's Appendix | Show |