Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Tentacle Rod rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

The Red Death (Guardian Boots of Speed) rare WBW-DC-VMT-02 Court of the Owl King WBW-DC-VMT-02 Court of the Owl King Show
Notes:

Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:

Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”

Tome of Clear Thought very_rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, very rare
Major tier
5 lb.
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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.

Wand of Polymorph very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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.

Waythe legendary DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon (greatsword), legendary (requires attunement)
Martial weapon, melee weapon
6 lb. 2d6 slashing - heavy, two-handed
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.

Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Wooden Greatsword +2 rare SJ-DC-YZ – 02 – 01 – Where the path may lead us SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Weapon (greatsword), rare

You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light