Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Waythe (T4 Lockt) legendary DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Waythe
Weapon (greatsword), legendary (requires attunement)
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +3 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.

Warhammer +1 uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Warhammer +1
Melee weapon (martial, warhammer), uncommon

Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”

You have a +1 bonus to attack and damage rolls made with this 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.

Tasha’s Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Descent into the Lost Caverns of Tsojcanth Show
Notes:

Tasha’s Creeping Keelboat
Wondrous Item, very rare (requires attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Tankard of Sobreity common SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Tankard of Sobreity
Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 2 Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Staff of Swarming Insects rare DDEX3-03 The Occupation of Szith Morcane DDEX3-03 The Occupation of Szith Morcane Show
Notes:

Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)

This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.

Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.

Staff of Frost very_rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl Show
Notes:

Staff of Frost
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Spear +2 rare DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Spear +2
Melee weapon (simple spear), rare

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

Range. A weapon that can be used to make a ranged attack has a range 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 long 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.

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.

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.

Slippers of Spider Climbing uncommon CCC-SRCC-01-01 Trouble in the Old City CCC-SRCC-01-01 Trouble in the Old City Show
Notes:

Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

These slippers are made of black silk embroidered with spider webs. Though they were taken off a drow the yuan-ti waylaid, they are not drow crafted.

Shield +1 common DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Shield +1
Armor (shield), rare

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Runensinger (Greatsword +2) rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 2 Show
Notes:

Runensinger (Greatsword +2)
Weapon (greatsword), rare

The greatsword has a long blade covered in runes that begin to glow an icy blue when the sword is unsheathed. The broad blade is decorated with Giand runes and the handle is wrapped in basilisk skin, the fangs of winter wolves form the guard. A large gemstone with runic script pulsates in the middle of the crossguard.

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

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

Robe of Useful Items
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:

Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack

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

1x Silver coffer (1 foot long, 6 inches wide and deep)
1x 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.
1x 10 gems worth 100 gp each
1x Wooden ladder (24 feet long)
1x A riding horse with saddle bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
1x 4 potions of healing
1x Rowboat (12 feet long)
1x Spell scroll containing one spell of 1st to 3rd level
1x 2 mastiffs
1x Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
1x Portable ram

Ring of Protection rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 1 Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Mind Shielding uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)

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.

Portable Hole rare CCC-COS-01 The Only Way to be Sure CCC-COS-01 The Only Way to be Sure Show
Notes:

Portable Hole
Wondrous item, rare, Table D

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide.

Obsidian Steed Figurine of Wondrous Power very_rare DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl Show
Notes:

Obsidian Steed Figurine of Wondrous Power
Wondrous item, very rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Muttering Morningstar rare SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Muttering Morningstar
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

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

Javelin of Lightning
Weapon (javelin), uncommon

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.

Goggles of Night uncommon DDAL10-01 The Frozen North DDAL10-01 The Frozen North Show
Notes:

Goggles of Night
Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Gloves Of Thievery uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Gloves Of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.