Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ +1 Wand of the War Mage uncommon Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding Show
Notes:

Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

☐ Gauntlets of Ogre Power uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

☐ Javelin of Lightning uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King 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.

☐ Sword of Vengeance (Longsword) uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

☐ Spell Scroll: Darkness uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

☐ Potion of Greater Healing uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ Lantern of Revealing uncommon DDHC-CandleKeep Mysteries-Book of Cylinders DDHC-CandleKeep Mysteries-Book of Cylinders Show
Notes:

Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

☐ Potion of Invisibility uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

☐ Spell Scroll of Move Earth uncommon DRW-11 Shadows in the Stacks DRW-11 Shadows in the Stacks Show
☐ Potion of Poison uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion like a potion of resistance. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

☐ Longbow +1 uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

You have a +1 bonus to attack and damage rolls made with this magic weapon.

☐ Pipes of the Sewers uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous item, uncommon (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.

☐ Sentinel Shield uncommon DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Spell Scroll: Friends uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

☐ Quiver of Ehlonna uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Trade Log Show
Notes:

Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak
leaves in varying shades of green. Each of the quiver's three compartments connects
to an extradimensional space that allows the quiver to hold numerous items while never weighing more
than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The
midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds
up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if
doing so from a regular quiver or scabbard.

☐ Bag of Holding uncommon Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Notes: Utility, Container

☐ Potion of Resistance uncommon DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.

☐ Arrows +1 (20) uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

You have a +1 bonus to attack and damage rolls made with this magic arrow.

☐ Shield +1 uncommon DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Warhammer +1 uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

You have a +1 bonus to attack and damage rolls made with this weapon.