Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (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.
☐ (R/AT) Ring of Cold Resistance
rare
DDHC-RoT Rise of Tiamat
Show
☐ (R/AT) Bracers of Defense
rare
DDHC-HotDQ Hoard of the Dragon Queen
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
☐ (R) +1 Leather Armor
rare
DDHC-HotDQ Hoard of the Dragon Queen
DDHC-HotDQ Hoard of the Dragon Queen
Show
☐ (R/AT) Arrow-Catching Shield
rare
DDHC-HotDQ Hoard of the Dragon Queen
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Armor (shield), rare (requires attunement)
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.
☐ (R) Dagger of Venom
rare
DDHC-HotDQ Hoard of the Dragon Queen
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
☐ (R) Dragontooth Dagger
rare
DDHC-RoT Rise of Tiamat
Show
Notes:
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
🗹 (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.
🗹 (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.
🗹 (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.
☐ (L/AT) Hazirawn (Story Item)
unique
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (greatsword), legendary, requires attunement
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Name | Rarity ▲ | Location | Table | Result | Source | |
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☐ (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. |
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☐ (R/AT) Ring of Cold Resistance | rare | DDHC-RoT Rise of Tiamat | Show | |||
☐ (R/AT) Bracers of Defense | rare | DDHC-HotDQ Hoard of the Dragon Queen | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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☐ (R) +1 Leather Armor | rare | DDHC-HotDQ Hoard of the Dragon Queen | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
☐ (R/AT) Arrow-Catching Shield | rare | DDHC-HotDQ Hoard of the Dragon Queen | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Armor (shield), rare (requires attunement) 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. |
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☐ (R) Dagger of Venom | rare | DDHC-HotDQ Hoard of the Dragon Queen | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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☐ (R) Dragontooth Dagger | rare | DDHC-RoT Rise of Tiamat | Show | |||
Notes:
Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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🗹 (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) 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. |
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🗹 (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:
From Adaption Guide
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🗹 (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. |
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☐ (L/AT) Hazirawn (Story Item) | unique | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Weapon (greatsword), legendary, requires attunement A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. |