Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ Potion of Cloud Giant Strength very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Potion of Mind Control (Beast) rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Shield +1 uncommon DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Spell Scroll: Finger of Death rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Spell Scroll: Delayed Blast Fireball rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Potion of Speed rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Potion of Superior Healing rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Potion of Storm Giant Strength common DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Potion of Oil of Slipperiness rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Horn of Valhalla (Bronze) rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, varies
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.

ROLL TABLE TO VTT
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
91-100 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.

☐ +1 bolts (x11) uncommon DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Longsword, +2 rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Morningstar, +2 common DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Scroll of Protection (vs Fiends) rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Arrow Catching Shield rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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.

☐ Pearl of Power uncommon DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

☐ Wand of Paralysis rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Nolzur's Marvelous Pigments very_rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-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.

☐ Skyfist Weapon (Dwarven Thrower) (warhammer) very_rare DDEP4-Reclamation of Phlan DDEP4-Reclamation of Phlan Show
Notes:

Skyfist (Dwarven Thrower) Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in soft green dragonskin leather. Affixed to an iron ring in the pommel is a strip of tattered (but indestructible), blood-stained parchment inscribed with a Dwarven battle canticle. When used in battle, the hammer reads the canticle aloud in a deep, resonating voice audible within 30 feet of the Weapon.

☐ Staff of Power very_rare DDEP4-Reclamation of Phlan DDEP4-Reclamation of Phlan Show
Notes:

Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.