Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Ring of Telekinesis
common
Service Reward: Reward as Player
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.
Ring of Protection
rare
DDHC-TYP Against the Giants
Show
Notes:
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 Against the Giants
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 Invisibility
common
DDHC-TYP Against the Giants
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring of Free Action
rare
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Fire Resistance
rare
DDHC-TYP Against the Giants
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
Ring of Animal Influence
rare
DDHC-TYP Against the Giants
Show
Notes:
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
Rapier, +1
uncommon
DDHC-TYP The Forge of Fury
Show
Notes:
Weapon (rapier), uncommon
You have a +1 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.
Radiance
uncommon
DDHC-CM The Price of Beauty
Show
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Plate, +1
rare
DDHC-TYP Against the Giants
Show
Notes:
Armor (plate), rare
You have a +1 bonus to AC while wearing this armor.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Pearl of Power
uncommon
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Necklace of Adaptation
uncommon
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Morningstar, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (morningstar), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Moon Sickle +1
uncommon
Trade Log
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it
Mithral Plate
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Armor (plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Mithral Half-plate
uncommon
DDHC00-GSM Isle of the Abbey
Show
Notes:
Armor (half plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Mirror of Seeing (Gem of Seeing )
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, rare (requires attunement)
This Huge mirror of seeing (weighing 100 pounds) functions similarly to a gem of seeing, so that even unseen creatures and objects are reflected in it.
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.
Mariner’s Armor (Scale Mail)
uncommon
Trade Log
Show
Notes:
Armor (scale mail), uncommon
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Mace +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (mace), 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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Ring of Telekinesis | common | Service Reward: Reward as Player | Show | |||
Notes:
Ring, very rare (requires attunement) |
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Ring of Protection | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Mind Shielding | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Ring, uncommon (requires attunement) 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 Invisibility | common | DDHC-TYP Against the Giants | Show | |||
Notes:
Ring, legendary (requires attunement) |
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Ring of Free Action | rare | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Fire Resistance | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Animal Influence | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Ring, rare • Animal friendship (save DC 13) |
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Rapier, +1 | uncommon | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Weapon (rapier), uncommon 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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Radiance | uncommon | DDHC-CM The Price of Beauty | Show | |||
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster) While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. |
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Plate, +1 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Armor (plate), rare Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous Item, uncommon |
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Pearl of Power | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster) |
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Necklace of Adaptation | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Morningstar, +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (morningstar), rare |
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Moon Sickle +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it |
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Mithral Plate | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Armor (plate), uncommon Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Mithral Half-plate | uncommon | DDHC00-GSM Isle of the Abbey | Show | |||
Notes:
Armor (half plate), uncommon Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. |
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Mirror of Seeing (Gem of Seeing ) | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
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Mariner’s Armor (Scale Mail) | uncommon | Trade Log | Show | |||
Notes:
Armor (scale mail), uncommon |
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Mace +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (mace), rare |