Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Fire Resistance
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
Frostbrand Greatsword
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
Notes:
Weapon (any sword), 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Iron Band of Billaro
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Periapt of Wound Closure
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Dagger +2
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Chain Mail +2
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
+1 Plate
rare
DDHC-TYP: Against the Giants
I
DDHC-TYP: Against the Giants
Show
Arrow Catching Shield
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
+2 Longsword
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Wand of Paralysis
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Nolzur's Marvelous Pigments (4pots)
very_rare
DDHC-TYP: Against the Giants
D
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Pearl of Power
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Horn of Valhalla (bronze)
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
Notes:
Horn of Valhalla
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.
Bronze: 4d4 + 4 Berserker Summoned -> 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.
+1 Shield
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Bag of Holding
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Mithril Half Plate
uncommon
DDHC-TYP: Against the Giants
B
DDHC-TYP: Against the Giants
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Immovable Rod
uncommon
DDHC-TYP: Against the Giants
B
DDHC-TYP: Against the Giants
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.
Portable Hole
rare
DDHC-TYP: Against the Giants
D
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Cloak of Elvenkind
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Boots of Elvenkind
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Fire Resistance | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Ring, rare (requires attunement) |
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Frostbrand Greatsword | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Notes:
Weapon (any sword), very rare (requires attunement) 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour. |
||||||
Iron Band of Billaro | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Periapt of Wound Closure | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, uncommon (requires attunement) |
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Dagger +2 | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Chain Mail +2 | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
+1 Plate | rare | DDHC-TYP: Against the Giants | I | DDHC-TYP: Against the Giants | Show | |
Arrow Catching Shield | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
+2 Longsword | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Wand of Paralysis | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Nolzur's Marvelous Pigments (4pots) | very_rare | DDHC-TYP: Against the Giants | D | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, very rare Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
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Pearl of Power | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Horn of Valhalla (bronze) | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Notes:
Horn of Valhalla 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. Bronze: 4d4 + 4 Berserker Summoned -> 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. |
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+1 Shield | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Bag of Holding | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Mithril Half Plate | uncommon | DDHC-TYP: Against the Giants | B | DDHC-TYP: Against the Giants | Show | |
Notes:
Armor (medium or heavy, but not hide), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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Immovable Rod | uncommon | DDHC-TYP: Against the Giants | B | DDHC-TYP: Against the Giants | Show | |
Notes:
Rod, uncommon |
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Portable Hole | rare | DDHC-TYP: Against the Giants | D | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, rare You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Cloak of Elvenkind | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, uncommon (requires attunement) |
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Boots of Elvenkind | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, uncommon |