Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Whip+2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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
Shield of Missile Attraction
common
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Resistance: Ranged Attacks, Warding, Cursed
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.
Battleaxe +1
uncommon
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Whip+2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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. |
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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. |
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Ring of Protection | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Shield of Missile Attraction | common | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Armor (shield), rare (requires attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. Notes: Resistance: Ranged Attacks, Warding, Cursed |
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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. |
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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. |
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Battleaxe +1 | uncommon | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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 |