Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Bracers of Defense rare DDHC-SKT Storm King’s Thunder Show
☐ Claw of the Wyrm Rune rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare (requires attunement)
This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon.
Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.

☐ Gwa’thern Faln rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior You gain a +1 bonus to attack and damage rolls made with this magic weapon - which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

☐ Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Flametongue Greatsword rare DDHC-SKT Storm King’s Thunder Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Helm of Teleportation rare DDHC-SKT Storm King’s Thunder Show
🗹 Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: Forge of Fury Show
☐ Giant Slayer Greataxe rare DDHC-SKT Storm King’s Thunder Show
☐ +3 Wand of the War Mage very_rare DDHC-SKT Storm King’s Thunder Show
☐ Ingot of the Skold Rune very_rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, very rare (requires attunement)
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item—a shield or a two-handed melee weapon—by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.

☐ Instrument of the Bards ( Anstruth Harp) very_rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), wall of thorns

☐ Scale Mail of Psychic Resistance very_rare CCC-TRI-21 YUL1-6 The Rifts of Madness Show
Notes:

This armor is made out of an organic hardened resin similar to amber. When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening.

☐ Araelathila (Guardian Elven Thrower) very_rare FR-DC-LIGA-01 Wyrmwell Flame Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

This item is found in Bigby Presents: Glory of the Giants.

Forged by the High Elves during the Crown Wars, Araelathila has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira.

☐ Shard of the Ise Rune very_rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, very rare (requires attunement)
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item—a cloak or a pair of boots—by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
* Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
* Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.

☐ Breastplate +2 very_rare DDHC-SKT Storm King’s Thunder Show
☐ Mirror of Life Trapping very_rare DDHC-SKT Storm King’s Thunder Show
☐ +3 Chain Mail legendary DDHC-SKT Storm King’s Thunder Show
🏲 Blessing of Coronal of Arvandor (Blessing of Protection) unique FR-DC-LIGA-01 Wyrmwell Flame Show
Notes:

You gain a +1 bonus to AC and saving throws. This supernatural gift is found in the Dungeon Master’s Guide.

🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show