Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Snurre's Cape rare DDHC-TYP Against the Giants Show
Notes:

Wondrous item, uncommon
A cape made of white dragon hide.
This magic cape grants resistance to cold damage.

Tentacle Rod rare DDHC-TYP Against the Giants Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Brazier of Commanding Fire Elementals rare DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

Whip, +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (whip), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Belt Of Dwarvenkind rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
• In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

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.

Smoke (Shortsword +2) rare CCC-SFBAY-01-01 Plots in Motion Show
Notes:

Weapon (shortsword), rare
This thin blade is a foot and a half in length, and scorched black. No amount of oiling, scrubbing, or cleaning will remove the stain or brighten the blade. It ends in a jagged, broken edge, as if it was once much longer. The hilt is protected by a fencer’s basket guard. The pommel has a socket, as if for a jewel, but it is empty. This short sword cuts easily through flesh and bone, and leaves the faint smell of smoke in it’s wake.
You have a +2 bonus to attack and damage rolls made with this magic short sword.

Gem of Seeing rare Trade Log Show
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.

Battleaxe, +1 rare 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.

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.

Dagger +2 rare DDHC-TYP Against the Giants Show
Notes:

Weapon (dagger), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

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.

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.

Arrow-Catching Shield rare DDHC-TYP Against the Giants Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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.

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.

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.

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.

Charm of Plant Command rare DDHC-GoSM Tamaraut's Fate Show
Notes:

Wondrous item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.

This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut’s Fate)

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.

Shatterspike uncommon DDHC-TYP The Sunless Citadel Show
Notes:

Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.