Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ Spell Scroll: Cure Wounds (4th Level) 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:

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: True Seeing 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 gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

☐ Spell Scroll: Zone of Truth 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 magical zone that guards against deception⁠ in a 15-foot-radius sphere⁠ centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

☐ Potion of Invulnerability 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:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron.

☐ Potion of Mind Reading 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:

Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

☐ Hell Hound Cloak 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 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.

☐ Javelin of Lightning 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:

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.

☐ Sword of Vengeance (Longsword) 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:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

☐ Longbow +1 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 weapon.

☐ Greataxe +2 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 have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Arrow of Slaying (Giant) 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:

Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

☐ Cloak of Elvenkind 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:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

☐ Boots of Elvenkind 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:

Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

☐ Tentacle Rod 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:

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.

☐ Spell Scroll: Heroes Feast 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 bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

☐ 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.

☐ 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.

☐ Gauntlets of Ogre Power 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:

Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

☐ Spell Scroll: Gate 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 conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no spec⁠ial power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

☐ Spell Scroll: Firestorm 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:

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.