Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Pearl of Power uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
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.

Battleaxe +1 uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Cloak of Elvenkind uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Boots of Elvenkind uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Pipes of the Sewers uncommon DDHC-TYP: Against the Giants DDHC-TYP: Against the Giants Show
Notes:

Requires Attunement

You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.

The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.

Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

Battleaxe +1 uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Warhammer +1 uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Staff of Birdcalls common DDHC00-DoIP - Dragon of Icespire Peak DDHC00-DoIP - Dragon of Icespire Peak Show
Notes:

Staff, common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Ruby of the War Mage common DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Cloak of Billowing common DDHC00-DoIP - Dragon of Icespire Peak DDHC00-DoIP - Dragon of Icespire Peak Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to make it billow dramatically.