Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
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.
Pearl of Power
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
+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.
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.
Battleaxe +1
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Warhammer +1
uncommon
DDHC-TYP: Against the Giants
F
DDHC-TYP: Against the Giants
Show
Shield +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.
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.
Longbow +1
uncommon
DDHC-TYP: Against the Giants
F
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.
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.
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.
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.
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.
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
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.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Periapt of Wound Closure | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
Pearl of Power | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
+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. |
||||||
Cloak of Elvenkind | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
Boots of Elvenkind | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Wondrous item, uncommon |
||||||
Battleaxe +1 | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Warhammer +1 | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Shield +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. |
||||||
Sword of Vengance (Longsword) | uncommon | DDHC-TYP: Against the Giants | F | DDHC-TYP: Against the Giants | Show | |
Notes:
Weapon (any sword), uncommon (requires attunement) 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. |
||||||
Longbow +1 | uncommon | DDHC-TYP: Against the Giants | F | 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. |
||||||
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. |
||||||
Immovable Rod | uncommon | DDHC-TYP: Against the Giants | B | DDHC-TYP: Against the Giants | Show | |
Notes:
Rod, uncommon |
||||||
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. |
||||||
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. |
||||||
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 | ||
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. |