Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Chime of Opening
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, rare
Minor tier
1 lb.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Glamoured Studded Leather
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this pearl ring.
Wand of Paralysis
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Wand, 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 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.
Pistol +2
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Weapon, rare
Major tier
Martial weapon, ranged weapon, firearm
3 lb. Mastery: Vex
1d10 piercing - Ammunition (30/90 ft.), Loading
You have a +2 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.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Ring of Mind Shielding
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
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.
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.
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.
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 | |
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Chime of Opening | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
Notes:
Wondrous item, rare The chime can be used ten times. After the tenth time it cracks and becomes useless. |
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Glamoured Studded Leather | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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Ring of Acid Resistance | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Ring, rare (requires attunement) You have resistance to acid damage while wearing this pearl ring. |
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Wand of Paralysis | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Wand, 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 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. |
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Pistol +2 | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
Notes:
Weapon, rare 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. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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Ring of Mind Shielding | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
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. |
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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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Helm of Comprehending Languages | uncommon | Service Rewards | Service Rewards S12c | Show | ||
Notes:
Wondrous item, uncommon |
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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. |