Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Spell Scroll: Cure Wounds (3rd Level)
common
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:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
☐ Spell Scroll: Crown of Stars
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:
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
☐ Spell Scroll: Chain Lightning
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:
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
☐ Shortsword +2
common
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 +2 bonus to attack and damage rolls made with this weapon.
☐ Shortsword +2
rare
12b Repeatable Rare Weapon reward + 50000 Gold
Trade Log
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
☐ 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.
☐ Shield +1
common
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
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.
☐ Shield +1
uncommon
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:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐ 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.
☐ Serpent’s Fang
rare
DDHC-CandleKeep Mysteries-Book of Cylinders
DDHC-CandleKeep Mysteries-Book of Cylinders
Show
Notes:
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
☐ Sentinel Shield
uncommon
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐ Sending Stones
uncommon
DDAL 10-02 Gnashing Teeth
DDAL 10-02 Gnashing Teeth
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Notes: Communication
☐ Scroll of Protection (Lycanthropes)
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:
Scroll, rare
Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.
☐ Rod of the Pact Keeper +3
very_rare
DDAL05-18 The Mysterious Isle
Service Hours Awarded
Show
Notes:
Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Robe of Stars
very_rare
Service Hours Awarded
Service Hours Awarded
Show
Notes:
Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
☐ Robe of Scintillating Colors
very_rare
DDHC-CM-Sarah of Yellowcrest Manor
DDHC-CM-Sarah of YellowCrest Manor
Show
Notes:
Robe of Scintillating Colors
Wondrous Item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
☐ Ring of Shooting Stars
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:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
☐ Ring of Resistance (Fire)
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:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
☐ Ring of Protection
common
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
☐ 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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Spell Scroll: Cure Wounds (3rd Level) | common | 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:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
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| ☐ Spell Scroll: Crown of Stars | 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:
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. |
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| ☐ Spell Scroll: Chain Lightning | 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:
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. |
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| ☐ Shortsword +2 | common | 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 +2 bonus to attack and damage rolls made with this weapon. |
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| ☐ Shortsword +2 | rare | 12b Repeatable Rare Weapon reward + 50000 Gold | Trade Log | Show | ||
|
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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| ☐ 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) |
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| ☐ Shield +1 | common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | 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. |
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| ☐ Shield +1 | uncommon | 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:
Armor (shield), uncommon A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| ☐ 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. |
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| ☐ Serpent’s Fang | rare | DDHC-CandleKeep Mysteries-Book of Cylinders | DDHC-CandleKeep Mysteries-Book of Cylinders | Show | ||
|
Notes:
Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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| ☐ Sentinel Shield | uncommon | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| ☐ Sending Stones | uncommon | DDAL 10-02 Gnashing Teeth | DDAL 10-02 Gnashing Teeth | Show | ||
|
Notes:
Wondrous Item, uncommon Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Notes: Communication |
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| ☐ Scroll of Protection (Lycanthropes) | 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:
Scroll, rare |
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| ☐ Rod of the Pact Keeper +3 | very_rare | DDAL05-18 The Mysterious Isle | Service Hours Awarded | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Robe of Stars | very_rare | Service Hours Awarded | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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| ☐ Robe of Scintillating Colors | very_rare | DDHC-CM-Sarah of Yellowcrest Manor | DDHC-CM-Sarah of YellowCrest Manor | Show | ||
|
Notes:
Robe of Scintillating Colors |
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| ☐ Ring of Shooting Stars | 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:
Ring, very rare (requires attunement outdoors at night) Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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| ☐ Ring of Resistance (Fire) | 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:
Ring, rare (requires attunement) |
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| ☐ Ring of Protection | common | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ 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. |
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