Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
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.
Wand of Magic Missiles
uncommon
DDHC-TYP The Forge of Fury
Show
Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
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.
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.
Boots of Striding and Springing
uncommon
DDHC00-GSM Isle of the Abbey
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.
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.
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.
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.
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.
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.
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.
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 Entangle
uncommon
DDHC-TYP The Sunless Citadel
Show
Notes:
Wand, uncommon (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 cast the entangle spell (save DC 13) from it.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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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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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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Wand of Magic Missiles | uncommon | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Wand, uncommon 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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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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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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Boots of Striding and Springing | uncommon | DDHC00-GSM Isle of the Abbey | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Goggles of Night | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
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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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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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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous Item, uncommon |
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Immovable Rod | uncommon | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Rod, uncommon |
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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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Brooch of Shielding | uncommon | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Shield, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Armor (shield), uncommon 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. |
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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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Warhammer, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (warhammer), uncommon |
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Wand of Entangle | uncommon | DDHC-TYP The Sunless Citadel | Show | |||
Notes:
Wand, uncommon (requires attunement by a spellcaster) 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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Necklace of Adaptation | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, uncommon (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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Shield, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Armor (shield), uncommon |