Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
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.
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.
Immovable Rod
uncommon
DDHC-GoSM Tamaraut's Fate
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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.
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.
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.
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.
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.
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).
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.
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.
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.
Dwarven Plate
common
DDHC-TYP Against the Giants
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
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.
Emerald of the War Mage (Ruby of the War Mage)
common
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous Item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
|
Notes:
Wondrous Item, uncommon |
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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. |
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| Shatterspike | uncommon | DDHC-TYP The Sunless Citadel | Show | |||
|
Notes:
Weapon (longsword), uncommon (requires attunement) |
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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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| Longbow, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (longbow), uncommon |
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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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| 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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| 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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| Warhammer, +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (warhammer), uncommon |
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| Wand of the War Mage +1 | uncommon | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wand, 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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| 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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| 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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| Ring of Invisibility | common | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Ring, legendary (requires attunement) |
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| Dwarven Plate | common | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Armor (plate), very 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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| Emerald of the War Mage (Ruby of the War Mage) | common | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
|
Notes:
Wondrous Item, common (requires attunement by a spellcaster) |
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