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
Shield of Missle Attraction
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Brazier of Commanding Fire Elementals
rare
DDHC-TYP: Against the Giants
G
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.
The brazier weighs 5 pounds.
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.
Dragon Slayer (Longsword)
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Notes:
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
+2 Half Plate
very_rare
DDHC-TYP: Against the Giants
I
DDHC-TYP: Against the Giants
Show
Notes:
Armor (half plate), very rare
You have a +2 bonus to AC while wearing this armor.
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.
Hand Crossbow +1
uncommon
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Shortsword +2
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Mace +2
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Ring of Shooting Stars
very_rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Morningstar +2
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Longsword +2
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Arrow Catching Shield
rare
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Notes:
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.
Pipes of the Sewers
uncommon
DDHC-TYP: Against the Giants
DDHC-TYP: Against the Giants
Show
Notes:
Requires Attunement
You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.
The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.
Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
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.
Battleaxe +1
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Javelin of Lightning
uncommon
DDHC-TYP: Against the Giants
F
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.
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.
Winged boots
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Longbow +1 | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Shield of Missle Attraction | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Armor (shield), rare (requires attunement) |
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Brazier of Commanding Fire Elementals | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, rare The brazier weighs 5 pounds. |
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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. |
||||||
Dragon Slayer (Longsword) | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Weapon (any sword), rare When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. |
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+2 Half Plate | very_rare | DDHC-TYP: Against the Giants | I | DDHC-TYP: Against the Giants | Show | |
Notes:
Armor (half plate), very rare 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. |
||||||
Hand Crossbow +1 | uncommon | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Shortsword +2 | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Mace +2 | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Ring of Shooting Stars | very_rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Morningstar +2 | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Longsword +2 | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Arrow Catching Shield | rare | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Notes:
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. |
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Pipes of the Sewers | uncommon | DDHC-TYP: Against the Giants | DDHC-TYP: Against the Giants | Show | ||
Notes:
Requires Attunement You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them. The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. |
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Shortsword Flame Tongue | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show | |
Notes:
Weapon (any sword), rare (requires attunement) |
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Battleaxe +1 | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Javelin of Lightning | uncommon | DDHC-TYP: Against the Giants | F | 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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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 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. |
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Winged boots | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, uncommon (requires attunement) The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |