Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Rod of Lordly Might
legendary
DDHC-DMM Dungeon of the Mad Mage: Level23
I
DDHC-DMM Dungeon of the Mad Mage: Level23
Show
Notes:
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage Rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Ioun Stone of Regeneration
legendary
DDEX3-4 It’s All in the Blood
I
DDEX3-4 It’s All in the Blood
Show
Notes:
Requires Attunement
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful Attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, Ending its Effect.
A stone has AC 24, 10 Hit Points, and Resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
+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.
+1 Plate
rare
DDHC-TYP: Against the Giants
I
DDHC-TYP: Against the Giants
Show
Whelm
legendary
DDHC-TYP White Plume Mountain
I
DDHC-TYP White Plume Mountain
Show
Notes:
Weapon (warhammer), legendary (requires attunemenc by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after
you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60
feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from
the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish,
Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil
purposes, even killing members of his own clan.
Ring of Invisibility
legendary
DDHC-TYP: Against the Giants
I
DDHC-TYP: Against the Giants
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Skeggöx (Battleaxe +3)
very_rare
DDAL05-09 Durlags Tomb
H
Trade Log
Show
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. You have a +3 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Dwarven Thrower
very_rare
DDHC-DMM Dungeon of the Mad Mage Level 15
H
Trade Log
Show
Notes:
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Nimoar’s Shield +3
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level23
H
DDHC-DMM Dungeon of the Mad Mage: Level23
Show
Notes:
While holding this Shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. A legend lore spell reveals that the shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way here.
Nimoar’s shield is a +3 shield with no additional magical properties.
Manual of Quickness of Action
very_rare
CCC-BMG-37: HULB 3-1 Weakness of Rock
H
CCC-BMG-37: HULB 3-1 Weakness of Rock
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century
Belt of Fire Giant Strenght
very_rare
DDEP3 Blood Above, Blood Below
H
Trade Log
Show
Notes:
Requires Attunement
While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow.
Staff of Frost
very_rare
DDHC-TYP: Against the Giants
H
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.
Manual of Bodily Health
very_rare
CCC-QCC2017 - Delusions of Grandeur
H
CCC-QCC2017 - Delusions of Grandeur
Show
Notes:
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Chain Mail +2
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
Studded Leather Armor +2
very_rare
CCC-TRI-23 Sub Rosa
H
CCC-TRI-23 Sub Rosa
Show
Notes:
Armor (light), very rare
You have a +2 bonus to AC while wearing this armor.
This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly.
Warden, Spellguard Shield
very_rare
CCC-ODFC01-03 - Elders' Eyes Upon You
H
CCC-ODFC01-03 - Elders' Eyes Upon You
Show
Notes:
Shield, very rare, requires attunement
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield.
Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning
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.
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.
Dwarven Plate
very_rare
DDHC-TYP: Against the Giants
H
DDHC-TYP: Against the Giants
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
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.
Spear +2
rare
DDHC-TYP: Against the Giants
G
DDHC-TYP: Against the Giants
Show
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Rod of Lordly Might | legendary | DDHC-DMM Dungeon of the Mad Mage: Level23 | I | DDHC-DMM Dungeon of the Mad Mage: Level23 | Show | |
Notes:
Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage Rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. |
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Ioun Stone of Regeneration | legendary | DDEX3-4 It’s All in the Blood | I | DDEX3-4 It’s All in the Blood | Show | |
Notes:
Requires Attunement An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful Attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, Ending its Effect. A stone has AC 24, 10 Hit Points, and Resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. |
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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. |
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+1 Plate | rare | DDHC-TYP: Against the Giants | I | DDHC-TYP: Against the Giants | Show | |
Whelm | legendary | DDHC-TYP White Plume Mountain | I | DDHC-TYP White Plume Mountain | Show | |
Notes:
Weapon (warhammer), legendary (requires attunemenc by a dwarf) Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. |
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Ring of Invisibility | legendary | DDHC-TYP: Against the Giants | I | DDHC-TYP: Against the Giants | Show | |
Notes:
Ring, legendary (requires attunement) |
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Skeggöx (Battleaxe +3) | very_rare | DDAL05-09 Durlags Tomb | H | Trade Log | Show | |
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. You have a +3 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage Level 15 | H | Trade Log | Show | |
Notes:
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |
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Nimoar’s Shield +3 | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level23 | H | DDHC-DMM Dungeon of the Mad Mage: Level23 | Show | |
Notes:
While holding this Shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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Manual of Quickness of Action | very_rare | CCC-BMG-37: HULB 3-1 Weakness of Rock | H | CCC-BMG-37: HULB 3-1 Weakness of Rock | Show | |
Notes:
Wondrous Item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century |
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Belt of Fire Giant Strenght | very_rare | DDEP3 Blood Above, Blood Below | H | Trade Log | Show | |
Notes:
Requires Attunement While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow. |
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Staff of Frost | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) 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. |
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Manual of Bodily Health | very_rare | CCC-QCC2017 - Delusions of Grandeur | H | CCC-QCC2017 - Delusions of Grandeur | Show | |
Notes:
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Chain Mail +2 | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Studded Leather Armor +2 | very_rare | CCC-TRI-23 Sub Rosa | H | CCC-TRI-23 Sub Rosa | Show | |
Notes:
Armor (light), very rare You have a +2 bonus to AC while wearing this armor. This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly. |
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Warden, Spellguard Shield | very_rare | CCC-ODFC01-03 - Elders' Eyes Upon You | H | CCC-ODFC01-03 - Elders' Eyes Upon You | Show | |
Notes:
Shield, very rare, requires attunement Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield. |
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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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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. |
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Dwarven Plate | very_rare | DDHC-TYP: Against the Giants | H | DDHC-TYP: Against the Giants | Show | |
Notes:
Armor (plate), very rare 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. |
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Spear +2 | rare | DDHC-TYP: Against the Giants | G | DDHC-TYP: Against the Giants | Show |