Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Dwarven Thrower very_rare DDHC-DMM Dungeon of the Mad Mage Level 15 H Trade Log 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.

Frostbrand Greatsword very_rare DDHC-TYP: Against the Giants H DDHC-TYP: Against the Giants Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Greataxe +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Hand Crossbow +1 uncommon DDHC-TYP: Against the Giants DDHC-TYP: Against the Giants Show
Hell Hound Cloak rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

Horn of Valhalla (bronze) very_rare DDHC-TYP: Against the Giants H DDHC-TYP: Against the Giants Show
Notes:

Horn of Valhalla
Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

Bronze: 4d4 + 4 Berserker Summoned -> Proficiency with all medium armor

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Immovable Rod uncommon DDHC-TYP: Against the Giants B DDHC-TYP: Against the Giants Show
Notes:

Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Ioun Stone of Regeneration legendary DDEX3-4 It’s All in the Blood I DDEX3-4 It’s All in the Blood Show
Notes:

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.

Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Iron Band of Billaro rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Javelin of Lightning uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Javelin of Lightning uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Kyrzin’s Ooze very_rare DDAL-DRW-20 The Death of Szass Tam Show
Notes:

Wondrous Item (Symbiont), Very Rare
(Requires Attunement)

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding.

Longbow +1 uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Longsword +2 rare DDHC-TYP: Against the Giants DDHC-TYP: Against the Giants Show
Mace +2 rare DDHC-TYP: Against the Giants DDHC-TYP: Against the Giants Show
Manual of Bodily Health very_rare CCC-QCC2017 - Delusions of Grandeur H CCC-QCC2017 - Delusions of Grandeur Show
Notes:

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Quickness of Action very_rare CCC-BMG-37: HULB 3-1 Weakness of Rock H CCC-BMG-37: HULB 3-1 Weakness of Rock Show
Notes:

Wondrous Item, very rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century

Mithril Half Plate uncommon DDHC-TYP: Against the Giants B DDHC-TYP: Against the Giants Show
Notes:

Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Morningstar +2 rare DDHC-TYP: Against the Giants DDHC-TYP: Against the Giants Show
Nimoar’s Shield +3 very_rare DDHC-DMM Dungeon of the Mad Mage: Level23 H DDHC-DMM Dungeon of the Mad Mage: Level23 Show
Notes:

While holding this Shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. A legend lore spell reveals that the shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way here.
Nimoar’s shield is a +3 shield with no additional magical properties.