Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
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.
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.
Staff of Swarming Insects
common
DDHC-TYP Against the Giants
Show
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
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.
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.
Wand of Secrets
uncommon
Trade Log
Show
Notes:
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Hat of Disguise
uncommon
Trade Log
Show
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.
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.
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.
Brazier of Commanding Fire Elementals
common
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Spellguard Shield
very_rare
Trade Log
Show
Notes:
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Half Plate +2
very_rare
Trade Log
Show
Notes:
Armor (half plate), very rare
You have a +2 bonus to AC while wearing this armor.
Wraps of Unarmed Power, +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
These arm wraps have symbols of power woven their lining.
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Amulet of the Devout +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement by a cleric or paladin)
This amulet bears a single lapis lazuli star and is inlaid with turquoise and jade.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
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.
Name | Rarity | Location | Table | Result | Source | |
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Longbow, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (longbow), uncommon |
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Mace +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (mace), rare |
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Snurre's Cape | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous item, uncommon |
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Tentacle Rod | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Rod, rare (requires attunement) |
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Brazier of Commanding Fire Elementals | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, rare |
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Whip, +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (whip), rare |
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Staff of Swarming Insects | common | DDHC-TYP Against the Giants | Show | |||
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. |
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Belt Of Dwarvenkind | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement) If you aren't a dwarf, you gain the following additional benefits while wearing the belt: |
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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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Mariner’s Armor (Scale Mail) | uncommon | Trade Log | Show | |||
Notes:
Armor (scale mail), uncommon |
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Wand of Secrets | uncommon | Trade Log | Show | |||
Notes:
Wand, uncommon |
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Hat of Disguise | uncommon | Trade Log | 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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Ring of Telekinesis | common | Service Reward: Reward as Player | Show | |||
Notes:
Ring, very rare (requires attunement) |
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Brazier of Commanding Fire Elementals | common | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare |
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Spellguard Shield | very_rare | Trade Log | Show | |||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Half Plate +2 | very_rare | Trade Log | Show | |||
Notes:
Armor (half plate), very rare |
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Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Amulet of the Devout +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. |
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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. |