Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+2 Plate Armor
very_rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Heavy armor, very rare
Major tier
65 lb. AC 18
You have a +2 bonus to AC while wearing this armor.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
+2 Plate Armor
very_rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Heavy armor, very rare
Major tier
65 lb. AC 18
You have a +2 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
+2 Shortsword
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
2 lb. 1d6 piercing - finesse, light
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+2 Shortsword
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, rare
Major tier
Martial weapon, melee weapon
2 lb. Mastery: Vex
1d6 piercing - Finesse, Light
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+2 Spear
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, rare
Major tier
Simple weapon, melee weapon
3 lb. 1d6 piercing - thrown (20/60 ft.), versatile (1d8)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
+2 Studded Leather Armor
very_rare
Service Reward 50th Anniversary, version 1.2
Trade Log
Show
Notes:
Light armor, very rare
13 lb.
AC 12 + Dex
You have a +2 bonus to AC while wearing this armor.
+2 Whip
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, rare
Major tier
Martial weapon, melee weapon
3 lb. 1d4 slashing - finesse, reach
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
+2 Whip
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, rare
Major tier
Martial weapon, melee weapon
3 lb. Mastery: Slow
1d4 slashing - Finesse, Reach
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Animated Shield
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Heavy armor (plate armor), rare (requires attunement)
Major tier
65 lb. AC 18
While wearing this armor, you have resistance to slashing damage.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Arrow-Catching Shield
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Armor (shield), rare (requires attunement)
6 lb. AC +2
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Bag of Holding
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, uncommon
Minor tier
15 lb.
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 Heward's 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.
Bag of Holding
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, uncommon
Minor tier
15 lb.
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 Heward's 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.
Baleful Talon
very_rare
Reward List: 50th Anniversary
Show
Notes:
Weapon (dagger), very rare
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.
When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Banshee Tear
uncommon
WBW-DC-ROOK-1-4 Long live the goblins
WBW-DC-ROOK-1-4 Long live the goblins
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Bat burglar cloak (Cloak of the bat)
rare
SJ-DC-DWR-01 DOHWAR HEIST
SJ-DC-DWR-01 DOHWAR HEIST
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet.
If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat.
While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.
The cloak can't be used this way again until the next dawn.
This item is found in the Dungeon Masters Guide.
Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Belt of Dwarvenkind
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Belt of Fire Giant Strength
very_rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, very rare (requires attunement)
Major tier
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Belt of Fire Giant Strength
very_rare
DDHC-RoT-04 Neronvain
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Belt of Hill Giant Strength
rare
DDHC-RoT-04 Neronvain
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+2 Plate Armor | very_rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Heavy armor, very rare Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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+2 Plate Armor | very_rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Heavy armor, very rare The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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+2 Shortsword | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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+2 Shortsword | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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+2 Spear | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. |
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+2 Studded Leather Armor | very_rare | Service Reward 50th Anniversary, version 1.2 | Trade Log | Show | ||
Notes:
Light armor, very rare AC 12 + Dex |
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+2 Whip | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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+2 Whip | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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Animated Shield | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Heavy armor (plate armor), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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Arrow-Catching Shield | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Armor (shield), rare (requires attunement) 6 lb. AC +2 |
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Bag of Holding | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, uncommon 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 Heward's 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. |
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Bag of Holding | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, uncommon 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 Heward's 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. |
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Baleful Talon | very_rare | Reward List: 50th Anniversary | Show | |||
Notes:
Weapon (dagger), very rare Simple weapon, melee weapon When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Banshee Tear | uncommon | WBW-DC-ROOK-1-4 Long live the goblins | WBW-DC-ROOK-1-4 Long live the goblins | Show | ||
Notes:
Weapon (rapier), uncommon Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Bat burglar cloak (Cloak of the bat) | rare | SJ-DC-DWR-01 DOHWAR HEIST | SJ-DC-DWR-01 DOHWAR HEIST | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Belt of Dwarvenkind | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. |
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Belt of Fire Giant Strength | very_rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Belt of Fire Giant Strength | very_rare | DDHC-RoT-04 Neronvain | Trade Log | Show | ||
Notes:
Wondrous Item, very rare (requires attunement) |
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Belt of Hill Giant Strength | rare | DDHC-RoT-04 Neronvain | Trade Log | Show | ||
Notes:
Wondrous Item, rare (requires attunement) |