Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Morning Star +2 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 have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ 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

☐ Spell Scroll: Protection from Fiends 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:

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.

☐ Spell Scroll: Power Word Pain 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 speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

☐ Nine Lives Stealer (Scimitar) very_rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Applicable Weapons:

☐ Spell Scroll: Word of Recall 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 and up to five willing creatures within 5 feet of you instantly teleport⁠ to a previously designated sanctuary⁠. You and any creatures that teleport⁠ with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary⁠ (see below). If you cast this spell without first preparing a sanctuary⁠, the spell has no effect.

You must designate a sanctuary⁠ by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

☐ Spell Scroll: Delayed Blast Fireball 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:

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

☐ Spell Scroll: Finger of Death 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 send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your comm⁠and, following your verbal orders to the best of its ability.

☐ Nolzur’s Marvelous Pigments (2) 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:

Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

☐ Spell Scroll: Power Word Stun 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 speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

☐ Spell Scroll: Dawn 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:

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

☐ Dwarven Plate 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:

Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

☐ 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.

☐ Wand of the War Mage +3 very_rare DDEP07-02 Drums of the Dead DDEP07-02 Drums of the Dead Show
Notes:

Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ 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

☐ Tome of Understanding very_rare Service Hours Awarded Service Hours Awarded Show
Notes:

Wondrous Item, very rare

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Chainmail +2 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 have a +2 bonus to AC while wearing this armor.

This chain mail is coated in silver.

☐ 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)
☐ Half Plate +2 (Stone) very_rare DDEP07-02 Drums of the Dead DDEP07-02 Drums of the Dead Show
Notes:

Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.

Applicable Armor:

Name Type AC Strength Stealth
Padded Light 11 + Dex modifier + 2 -- Disadvantage
Leather Light 11 + Dex modifier + 2 -- --
Studded Leather Light 12 + Dex modifier + 2 -- --
Hide Medium 12 + Dex modifier (max 2) + 2 -- --
Chain Shirt Medium 13 + Dex modifier (max 2) + 2 -- --
Scale Mail Medium 14 + Dex modifier (max 2) + 2 -- Disadvantage
Breastplate Medium 14 + Dex modifier (max 2) + 2 -- --
Half Plate Medium 15 + Dex modifier (max 2) + 2 -- Disadvantage
Ring Mail Heavy 14 + 2 -- Disadvantage
Chain Mail Heavy 16 + 2 Strength 13 Disadvantage
Splint Heavy 17 + 2 Strength 15 Disadvantage
Plate Heavy 18 + 2 Strength 15 Disadvantage

☐ Potion of Mind Control (Fire 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:

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