Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Trade Log Show
Notes:

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Gem of Brightness uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, uncommon
Major tier
1 lb.
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Cloak of Elvenkind uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, uncommon (requires attunement)
Major tier
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.

Robe of Useful Items uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye lantern (filled and lit)
Hempen rope (50 feet, coiled)

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.

Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 gp each
Wooden ladder (24 feet long)
A riding horse with saddle bags
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
4 potions of healing
Rowboat (12 feet long)
Spell scroll containing the Revivify Spell
2 mastiffs
Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
Portable ram

+1 Hand Crossbow uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, ranged weapon
3 lb. Mastery: Vex
1d6 piercing - Ammunition (30/120 ft.), Light, Loading
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

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.

Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

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.

+1 Battleaxe uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
4 lb. Mastery: Topple
1d8 slashing - alt. 1d10, Versatile
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Sentinel Shield uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Shield (shield), uncommon
6 lb.

AC +2
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

+1 Wraps of Unarmed Prowess uncommon Reward List: 50th Anniversary Show
Notes:

Wondrous item, uncommon
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

+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.

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.

Cloak of Elvenkind uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, uncommon (requires attunement)
Major tier
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.

Mithral Plate Armor uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Heavy armor, uncommon
Minor tier
65 lb. AC 18
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.

+1 Plate Armor uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

You have a +1 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.

Javelin of Lightning uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon (javelin), uncommon
Major tier
Simple weapon, melee weapon
2 lb. 1d6 piercing - thrown (30/120 ft.)
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.

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.

Wand of Paralysis rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wand, rare (requires attunement by a spellcaster)
Major tier
1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

+2 Morningstar rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

+2 Longsword rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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 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.

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.

Longbow +2 rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.