Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ 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.

☐ 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
☐ 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.

☐ 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.

☐ Spell Scroll of Etherealness rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Spell Scroll of Finger of Death rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Potion of Fire Resistance rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Potion of Mind Control (Mammal) rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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.

☐ Arrows +1 rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Shield of Missile Attraction rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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.

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target 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.

☐ Hell Hound Cloak rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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.

Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.

☐ Potion of Superior Healing rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Potion of Invulnerability rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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 liquefied iron. ****

☐ Potion of Mind Reading rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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.

☐ Potion of Diminution rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ Tentacle Rod rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-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.

☐ Brazier of Command Fire Elementals rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

☐ Dragon Slayer (Scimitar) rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

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

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light