Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Ring of Lightning Resistance rare DDHC-SKT Storm King’s Thunder Show
☐ Giant Slayer Rapier rare DDHC-SKT Storm King’s Thunder Show
☐ Gavel of the Venn Rune rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare (requires attunement)
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.

Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.

Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn 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 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.

☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Banner of the Krig Rune rare DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare (requires attunement)
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
Standardís Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Battle. You can transfer the banner's magic to a place by tracing the krig 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 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.

🗹 Bracers of Defense rare Trade Log Show
☐ Cloak of the Raven (Cloak of the Bat) rare DDHC-MORD-01 Riddle of the Raven Queen Show
☐ Ring of Evasion rare DDHC-SKT Storm King’s Thunder Show
☐ Bracers of Defense 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.

☐ 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.

☐ 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.

☐ 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.

☐ +3 Wand of the War Mage very_rare DDHC-SKT Storm King’s Thunder Show
☐ Breastplate +2 very_rare DDHC-SKT Storm King’s Thunder Show
☐ Mirror of Life Trapping very_rare DDHC-SKT Storm King’s Thunder Show
☐ 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

☐ +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