Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hell Hound Cloak
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
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.
Hell Hound Cloak
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
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.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Ring of Protection
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Snurre's Cape.
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage.
Tentacle Rod
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Hand Crossbow +1
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Longbow +1 (MORE STUFF TO BE ADDED)
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Berserker Halberd
rare
DDHC-DD-08 Shivering Death
Show
Wand of Wonder
rare
DDHC-DD-08 Shivering Death
Show
Instrument of the Bards: Anstruth Harp
very_rare
Trade Log
Show
Notes:
(wondrous item, very rare)
This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of
Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp.
Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
Show
Bow of Melodies
very_rare
FR-DC-IMP-02 Hunting Moon
Show
Nine Lives Stealer Scimitar
very_rare
CCC-QCC2018-01 Of Gods and Monsters
Show
Notes:
The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names. It has 9 charges. A description of this item can be found in the Dungeon Master’s Guide.
Ring of Invisibility
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
+2 Armor (to be decided?)
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Dwarven Plate
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Headsman's Axe
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit.
Ring of Shooting Stars
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Tome of Clear Thought
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Manual of Gainful Exercise
very_rare
CCC-TRI-24 STORM 1-3 Knight Errand
Show
Notes:
Wondrous Item, very rare
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Hell Hound Cloak | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | 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. |
||||||
| Hell Hound Cloak | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | 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. Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
||||||
| Ring of Protection | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Snurre's Cape. | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
|
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage. |
||||||
| Tentacle Rod | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
|
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
| Hand Crossbow +1 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Longbow +1 (MORE STUFF TO BE ADDED) | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Berserker Halberd | rare | DDHC-DD-08 Shivering Death | Show | |||
| Wand of Wonder | rare | DDHC-DD-08 Shivering Death | Show | |||
| Instrument of the Bards: Anstruth Harp | very_rare | Trade Log | Show | |||
|
Notes:
(wondrous item, very rare) This beautiful harp is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. Spells: Fly, Invisibility, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns Flavor: The harp is made out of white bone, carved to look like a kraken with its tentacles ending in the strings. The sounds it produces is especially well-suited for dirges and sea shanties. It glows when a celestial approaches within 100 feet of the harp. |
||||||
| Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | Show | |||
| Bow of Melodies | very_rare | FR-DC-IMP-02 Hunting Moon | Show | |||
| Nine Lives Stealer Scimitar | very_rare | CCC-QCC2018-01 Of Gods and Monsters | Show | |||
|
Notes:
The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names. It has 9 charges. A description of this item can be found in the Dungeon Master’s Guide. |
||||||
| Ring of Invisibility | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| +2 Armor (to be decided?) | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Dwarven Plate | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Headsman's Axe | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
|
Notes:
Headsman's Axe. Weapon (greataxe), very rare. This weapon can be employed only by a creature at least as strong and massive as a fire giant. It deals an additional 2d12 slashing damage on a hit. |
||||||
| Ring of Shooting Stars | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Tome of Clear Thought | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
| Manual of Gainful Exercise | very_rare | CCC-TRI-24 STORM 1-3 Knight Errand | Show | |||
|
Notes:
Wondrous Item, very rare This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. Notes: Bonus: Strength Score, Bonus: Ability Score Maximum, Buff |
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