Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Gauntlets of Ogre Power
uncommon
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Gem of Seeing
rare
Trade Log
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Notes:
Wondrous item, rare (requires attunement)
This orange gem has been carved into the shape of a goldfish. The bottom is inscribed with the word Sylgar. The Xanathar won’t be happy that you have this.
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Goggles of Night
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
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.
Greataxe, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Greataxe, +2
rare
DDHC-TYP The Forge of Fury
Show
Notes:
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Gwa’thern Faln
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Half Plate +2
very_rare
Trade Log
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Notes:
Armor (half plate), very rare
You have a +2 bonus to AC while wearing this armor.
Hat of Disguise
uncommon
Trade Log
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Notes:
Wondrous Item, Uncommon (requires attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Hell Hound Cloak
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, rare (requires attunement)
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.
Helm of Underwater Action
uncommon
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Horn of Valhalla
very_rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 | Horn Type | Berserkers Summoned | Requirement
76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn of Valhalla (Silver)
rare
Trade Log
Show
Notes:
Wondrous Item, rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you.
If you meet the requirement, they are Friendly to you and your allies and follow your commands.
Immovable Rod
uncommon
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Javelin of Lightning
uncommon
DDHC-TYP Against the Giants
Show
Notes:
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.
Javelin of Lightning
uncommon
DDHC-TYP Against the Giants
Show
Notes:
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.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Longbow, +1
uncommon
DDHC-TYP Against the Giants
Show
Notes:
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Longsword +1
uncommon
DDHC-TYP The Forge of Fury
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Longsword +1
uncommon
Trade Log
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Longsword +2
rare
Trade Log
Show
Notes:
Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Longsword, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Gauntlets of Ogre Power | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Gem of Seeing | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Goggles of Night | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
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Greataxe, +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (greataxe), rare |
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Greataxe, +2 | rare | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Weapon (greataxe), rare Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Gwa’thern Faln | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Weapon (longbow), rare (requires attunement) |
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Half Plate +2 | very_rare | Trade Log | Show | |||
Notes:
Armor (half plate), very rare |
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Hat of Disguise | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, Uncommon (requires attunement) |
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Hell Hound Cloak | rare | DDHC-TYP Against the Giants | 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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Helm of Underwater Action | uncommon | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Horn of Valhalla | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, varies Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 | Horn Type | Berserkers Summoned | Requirement If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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Horn of Valhalla (Silver) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. |
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Immovable Rod | uncommon | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Rod, uncommon |
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Javelin of Lightning | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (javelin), uncommon 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. |
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Javelin of Lightning | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (javelin), uncommon 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. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Longbow, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (longbow), uncommon |
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Longsword +1 | uncommon | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Weapon (longsword), uncommon Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Longsword +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (longsword), uncommon Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Longsword +2 | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare |
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Longsword, +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (longsword), rare |