Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Waythe legendary DDHC-TYP Against the Giants Show
Notes:

Weapon (greatsword), legendary (requires attunement)
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.

Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.

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.

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.

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.

Chain Mail +2 very_rare DDHC-TYP Against the Giants Show
Notes:

Armor (heavy), very rare
You have a +2 bonus to AC while wearing this armor.

Staff of Frost very_rare DDHC-TYP Against the Giants Show
Notes:

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Horn of Valhalla very_rare DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. 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 berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

d100 | Horn Type | Berserkers Summoned | Requirement
76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

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.

Frost Brand very_rare DDHC-TYP Against the Giants Show
Notes:

Weapon (greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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.

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.

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.

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.

Cloak of the Raven (Cloak of the Bat) rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat (Raven). While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

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.

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.

Greataxe, +2 rare DDHC-TYP The Forge of Fury Show
Notes:

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

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

Ring of Animal Influence rare DDHC-TYP Against the Giants Show
Notes:

Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals

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.

Breastplate, +1 rare DDHC-GoSM Tamaraut's Fate Show
Notes:

Armor (breastplate), rare
You have a +1 bonus to AC while wearing this armor.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered