Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Brooch of Shielding uncommon DDHC-GoSM Tamaraut's Fate 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.

Shield, +1 uncommon DDHC-TYP Against the Giants 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.

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.

Warhammer, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Weapon (warhammer), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Wand of the War Mage +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Wand, uncommon (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.

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).

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.

Shield, +1 uncommon DDHC-TYP Against the Giants 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.

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.

Battleaxe, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Warhammer, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Weapon (warhammer), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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.

Shield, +1 uncommon DDHC-TYP Against the Giants 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.

Boots of Elvenkind uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon
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.

Cloak of Elvenkind uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Longsword of Vengeance uncommon DDHC-TYP Against the Giants Show
Notes:

Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

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.

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.

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

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.