Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Belt of Hill Giant Strength
rare
DDHC-RoT-4
Service Rewards 50th Anniversary
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Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21
Hell Hound Cloak
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, rare (requires attunement)
1 lb.
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Kagonesti Forest Shroud
rare
Service Rewards
Service Rewards S12b
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This cloak appears to be made of autumnal leaves woven together.
While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn.
Once this bonus action is used, it can't be used again until the next dawn.
Rapier +2
rare
Service Rewards 50th Anniversary
Service Rewards 50th Anniversary
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Notes:
Weapon (Rapier), rare
You have a +2 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.
Greataxe +2
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Weapon, rare
Major tier
Martial weapon, melee weapon
7 lb. Mastery: Cleave
1d12 slashing - Heavy, Two‑Handed
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Shield +1
uncommon
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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.
Helm of Comprehending Languages
uncommon
Service Rewards
Service Rewards S12c
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
Ring of Swimming
uncommon
DDAL05-6
Service Rewards S12c
Show
Notes:
(Ring, uncommon)
You have a swimming speed of 40 feet while wearing this ring.
Boots of Striding and Springing
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Driftglobe
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
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.
Stone of Good Luck (Luckstone)
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Brooch of Shielding
uncommon
Service Rewards 50th Anniversary
Service Rewards 50th Anniversary
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Restorative Ointment (5 Doses)
uncommon
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Eversmoking Bottle
uncommon
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous Item, uncommon
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Boots of Elvenkind
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon
Major tier
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Boots of Elvenkind
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon
Major tier
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Shield +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Generic variant, uncommon
Major tier
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Battleaxe +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
4 lb. Mastery: Topple
1d8 slashing - alt. 1d10, Versatile
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
5 lb. Mastery: Push
1d8 bludgeoning - alt. 1d10, Versatile
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Longbow +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, ranged weapon
2 lb. Mastery: Slow
1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed
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.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Belt of Hill Giant Strength | rare | DDHC-RoT-4 | Service Rewards 50th Anniversary | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21 |
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| Hell Hound Cloak | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
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| Kagonesti Forest Shroud | rare | Service Rewards | Service Rewards S12b | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn. |
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| Rapier +2 | rare | Service Rewards 50th Anniversary | Service Rewards 50th Anniversary | Show | ||
|
Notes:
Weapon (Rapier), rare You have a +2 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. |
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| Greataxe +2 | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Weapon, rare Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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| Shield +1 | uncommon | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. 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. |
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| Helm of Comprehending Languages | uncommon | Service Rewards | Service Rewards S12c | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Ring of Swimming | uncommon | DDAL05-6 | Service Rewards S12c | Show | ||
|
Notes:
(Ring, uncommon) You have a swimming speed of 40 feet while wearing this ring. |
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| Boots of Striding and Springing | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| Driftglobe | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | 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. |
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| Stone of Good Luck (Luckstone) | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Brooch of Shielding | uncommon | Service Rewards 50th Anniversary | Service Rewards 50th Anniversary | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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| Restorative Ointment (5 Doses) | uncommon | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
|
Notes:
Wondrous Item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
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| Eversmoking Bottle | uncommon | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
|
Notes:
Wondrous Item, uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. |
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| Boots of Elvenkind | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Boots of Elvenkind | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Shield +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Generic variant, uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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| Battleaxe +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Weapon, uncommon Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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| Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Weapon, uncommon Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
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| Longbow +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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