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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ (UC/AT) Stone of Good Luck common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) wand of fear common DDHC-RoT Rise of Tiamat Show
Notes:

Wand, rare (requires attunement)

This wand has 7 charges for the following properties. It 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.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone 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- 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 prevent 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.

☐ (UC) Dagger +1 common DDHC-RoT Rise of Tiamat Show
☐ (UC) Dagger +1 common DDHC-RoT Rise of Tiamat Show
☐ (UC) Dagger +1 common DDHC-RoT Rise of Tiamat Show
☐ (UC) Elemental gem (clear sapphire/air elemental) common DDHC-RoT Rise of Tiamat Show
Notes:

Wondrous item, uncommon

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.

Blue Sapphire Air elemental

☐ (UC) Driftglobe common DDHC-RoT Rise of Tiamat Show
Notes:

Wondrous item, uncommon

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.

🗹 (VR/AT) Cape of Enlargement very_rare DDHC-PaB - Phandelver and Below Assign Service Reward Show
Notes:

Cape of Enlargement

Wondrous item, very rare (requires attunement)
Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.

The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:

Your size increases by one category—from Medium to Large, for example. If there isn't enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
You have advantage on Strength checks and Strength saving throws.
When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack's damage.
These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.

☐ (UC/AT) Boomerang Shield uncommon Trade Log Show
Notes:

Shield (shield), uncommon (requires attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

🗹 (VR/AT) Belt of Fire Giant Strength very_rare CCC-ALMOG-03 TALES03-01 Claws of Fury Assign Service Reward Show
Notes:

Wondrous item, very rare (requires attunement)

This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face.

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 25.

🗹 (VR) Headsman's Axe (giant-sized Greataxe +2) very_rare DDHC-TYP-6 Against the Giants Assign Service Reward Show
Notes:

Weapon, very rare

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

From the Adventure:

The headsman has his gigantic +2 greataxe at hand—a weapon that can be employed only by a creature at least as strong and massive as he is. (25 strength, Huge) He has a +13 bonus to hit with the weapon, and it deals 28 (3d12 + 9) slashing damage on a hit.

From Adaption Guide

SPECIAL MAGIC ITEMS
Several examples exist inside the pages of Against the Giants that have abilities above and beyond those abilities normally located in the Player’s Handbook and Dungeon Master’s Guide. (...)
Headsman’s axe. This is a Very Rare magic.