Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Horn of Valhalla (Bronze)
very_rare
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
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.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-00 Iron 5d4 + 5 Proficiency with all martial weapons
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.
☐ Potion of Poison
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion like a potion of resistance. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
☐ Potion of Mind Control (Hill Giant)
rare
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion of Mind Control
Potion, rarity varies
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of... Rarity
Mind control (beast) Rare
Mind control (humanoid) Rare
Mind control (monster) Very rare
☐ Potion of Invisibility
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
☐ Potion of Superior Healing
rare
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Potion of Greater Healing
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Potion of Giant Strength (Storm)
rare
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion, varies
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
Type of Giant Strength Rarity
Potion of Hill Giant Strength 21 Uncommon
Potion of Frost Giant Strength 23 Rare
Potion of Stone Giant Strength 23 Rare
Potion of Fire Giant Strength 25 Rare
Potion of Cloud Giant Strength 27 Very Rare
Potion of Storm Giant Strength 29 Legendary
☐ Warhammer +1
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon.
☐ Shield +1
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
☐ Ring of Mind Shielding
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
☐ Javelin of Lightning
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Javelin of Lightning
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.
☐ Folding Boat
rare
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
☐ Spell Scroll: Shadowblade (4th Level)
rare
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Spell Tags: CREATION DAMAGE COMBAT
☐ Battleaxe +1
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon.
☐ Spell Scroll: Friends
uncommon
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
☐ Arrows +1 (20)
uncommon
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic arrow.
☐ Spell Scroll: Reverse Gravity
very_rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
- - (a lodestone and iron filings)
☐ Shield of Missile Attraction
rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
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 ranged weapon attacks.
☐ Gem of Seeing (4x6 mirror)
rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
☐ Potion of Mind Control (Mammal)
rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
Potion, rarity varies
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of... Rarity
Mind control (beast) Rare
Mind control (humanoid) Rare
Mind control (monster) Very rare
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Horn of Valhalla (Bronze) | very_rare | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
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. |
||||||
| ☐ Potion of Poison | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion of Poison If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |
||||||
| ☐ Potion of Mind Control (Hill Giant) | rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion of Mind Control A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Potion of... Rarity |
||||||
| ☐ Potion of Invisibility | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
||||||
| ☐ Potion of Superior Healing | rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Potion of Greater Healing | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Potion of Giant Strength (Storm) | rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion, varies This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity |
||||||
| ☐ Warhammer +1 | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. |
||||||
| ☐ Shield +1 | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
||||||
| ☐ Ring of Mind Shielding | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Ring of Mind Shielding You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
||||||
| ☐ Javelin of Lightning | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Javelin of Lightning 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. |
||||||
| ☐ Folding Boat | rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
||||||
| ☐ Spell Scroll: Shadowblade (4th Level) | rare | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. Spell Tags: CREATION DAMAGE COMBAT |
||||||
| ☐ Battleaxe +1 | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. |
||||||
| ☐ Spell Scroll: Friends | uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. |
||||||
| ☐ Arrows +1 (20) | uncommon | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this magic arrow. |
||||||
| ☐ Spell Scroll: Reverse Gravity | very_rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
|
||||||
| ☐ Shield of Missile Attraction | rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Armor (shield), rare (requires attunement) |
||||||
| ☐ Gem of Seeing (4x6 mirror) | rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
||||||
| ☐ Potion of Mind Control (Mammal) | rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Potion, rarity varies A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Potion of... Rarity |
||||||