Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Mace of Terror
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Rope of Entanglement
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Bracers of Archery
uncommon
WBW-DC-ROOK-1-4 Long live the goblins
WBW-DC-ROOK-1-4 Long live the goblins
Show
Notes:
Wondrous item, uncommon (requires attunement), , major tier
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Found On: Magic Item Table F
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.
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.
Driftglobe
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, uncommon
Minor tier
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
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.
Mariner's 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
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
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.
Ring of Mind Shielding
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Ring, uncommon (requires attunement)
Major tier
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Tentacle of Mending
uncommon
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.
+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.
+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. 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 the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
+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. 1d8 slashing - versatile (1d10)
You have a +1 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.
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.
+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.
+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.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
Trade Log
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
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.
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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Mace of Terror | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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| Rope of Entanglement | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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| Bracers of Archery | uncommon | WBW-DC-ROOK-1-4 Long live the goblins | WBW-DC-ROOK-1-4 Long live the goblins | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement), , major tier While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Found On: Magic Item Table F |
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| Javelin of Lightning | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Weapon (javelin), uncommon 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. |
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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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| Driftglobe | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Wondrous item, uncommon You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| Mithral Plate Armor | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Heavy armor, uncommon |
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| Mariner's Plate Armor | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Heavy armor, uncommon 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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| Ring of Mind Shielding | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Ring, uncommon (requires attunement) You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. |
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| Tentacle of Mending | uncommon | FR-DC-MIND-01 Mindflayed Adventures | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
|
Notes:
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind. |
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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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| +1 Hand Crossbow | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Weapon, uncommon 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. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
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| +1 Battleaxe | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Weapon, uncommon 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. |
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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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| +1 Wraps of Unarmed Prowess | uncommon | Reward List: 50th Anniversary | Show | |||
|
Notes:
Wondrous item, uncommon |
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| +1 Hand Crossbow | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Weapon, uncommon 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. |
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| Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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| Sentinel Shield | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Shield (shield), uncommon |
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| Cloak of Elvenkind | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Cloak of Elvenkind | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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