Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Brazier of Commanding Fire Elementals
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Dragon Slayer
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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.
Staff of Swarming Insects
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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
Lantern of Revealing
uncommon
CCC-RPSG-04 The Waystop
Show
Notes:
Wondrous Item, Uncommon
The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Battleaxe +1
uncommon
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Stone of Good Luck (Luckstone)
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
+1 Chain Mail Armor
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Adamantine Armor (Full Plate)
uncommon
DDAL00-01 Window to the Past (T3)
Show
Notes:
Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide.
Wooden Sentinel Shield
uncommon
DDHC-MORD-03 To Wake the Leviathan
Show
Notes:
armor (shield), uncommon, major tier
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Cloak of Protection
uncommon
DDEP2 Mulmaster Undone (Fall DaddyCon 2021)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear
Bracers of Archery
uncommon
DDEP2 Mulmaster Undone (Fall DaddyCon 2021)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Neired's Shawl
uncommon
Trade Log
Show
Amulet of Proof Against Detection and Location
uncommon
DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path
Show
Notes:
Requires Attunement
While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying Sensors.
Boots of Striding and Springing
uncommon
DDAL10-03 Divining Evil
Show
Notes:
Wondrous item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way.
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Brazier of Commanding Fire Elementals | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Dragon Slayer | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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. |
||||||
Staff of Swarming Insects | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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 | |||
Lantern of Revealing | uncommon | CCC-RPSG-04 The Waystop | Show | |||
Notes:
Wondrous Item, Uncommon The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions. While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
||||||
Battleaxe +1 | uncommon | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
+1 Chain Mail Armor | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Adamantine Armor (Full Plate) | uncommon | DDAL00-01 Window to the Past (T3) | Show | |||
Notes:
Armor (any metal), uncommon Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide. |
||||||
Wooden Sentinel Shield | uncommon | DDHC-MORD-03 To Wake the Leviathan | Show | |||
Notes:
armor (shield), uncommon, major tier While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
||||||
Cloak of Protection | uncommon | DDEP2 Mulmaster Undone (Fall DaddyCon 2021) | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear |
||||||
Bracers of Archery | uncommon | DDEP2 Mulmaster Undone (Fall DaddyCon 2021) | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
||||||
Neired's Shawl | uncommon | Trade Log | Show | |||
Amulet of Proof Against Detection and Location | uncommon | DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path | Show | |||
Notes:
Requires Attunement While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying Sensors. |
||||||
Boots of Striding and Springing | uncommon | DDAL10-03 Divining Evil | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |