Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Longbow +1 uncommon DDHC-TYP: Against the Giants F 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.

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.

Sword of Vengance (Longsword) uncommon DDHC-TYP: Against the Giants F DDHC-TYP: Against the Giants Show
Notes:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Snurre's Cape (Cape of Cold Resistance) rare DDHC-TYP: Against the Giants - DDHC-TYP: Against the Giants Show
Notes:

King Snurre's cape grants the wearer resistance to cold damage.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain G DDHC-TYP White Plume Mountain Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
2x mirror image

Shortsword Flame Tongue rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flavor: A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.

Spear +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Cape of the Mountebank rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

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.

Iron Band of Billaro rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Dagger +2 rare DDHC-TYP: Against the Giants G 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
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.

Ring of Protection rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Greataxe +2 rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Hell Hound Cloak rare DDHC-TYP: Against the Giants G DDHC-TYP: Against the Giants Show
Notes:

Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.