Show Log Entry

Adventure Title
DDHC-TYP-6 - Against the Giants
Session
4
Date Played
2024-09-22 13:59:00 UTC
Levels Gained
GP +/-
56297
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
Spell Scrolls: Planeshift, Simulacrum, Arcane Eye, Fire Shield, Dominate Person, Passwall, Legend Lore, Time Stop, Word of Recall, Gate, Divine Word, Greater Restoration, Darkness, Cure Wounds (4th Level), Zone of Truth, True Seeing, Symbol, Find Familiar, Time Stop, Legend Lore, Modify Memory, Far Step, Wall of Force, Dawn, Creation, Create Spelljamming Helm 6 Cleric Spell Scrolls: True Ressurection, Anti Magic Field, Ressurection, Plane Shift, Heroes Feast, Heal 5x Potions of Fire Resistance, 1x Bag of Beans (9 Beans), 1x Chime of Opening, 1x Bead of Force (4 Beads), 1x Oil of Etherealness, 1x Elixir of Health, 1x Potion of Clairvoyance, 2x Potion of Speed, 4x Potion of Superior Healing, 1x Bolt of Vapors, 1x Bolt of Blinding, 1x Bolt of Holding, 40x +1 Arrows, 1x Giant Slayer Arrow, 1x Potion of Poison, 2x Potion of Mind Control (Fire Giant), 1x Potion of Mind Control (Memmles) 1x Potion of Growth, 1x Potion of Heroism, 1x Scroll of Protection (Lycanthrope), 1x Potion of Healing, 1x Potion of Diminution, 1x Potion of Dragons Majesty (Red, Black, Gold, Amethyst one of each) 1x Potion of Mind Reading, 1x Potion of Invulnerability, 1x Potion of Speed 7x Bead of Force, 6x Bag of Beans, 1x Elixir of Health, 1x Potion of Clairvoyance, 1x Chime of Opening

Magic Items

Name Rarity Location Table Result Counts?
Sentinel Shield Uncommon DDHC-TYP-6 - Against the Giants false
Shield (shield), uncommon 6 lb. AC +2 While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.
+2 Mace Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Simple weapon, melee weapon 4 lb. Mastery: Sap 1d6 bludgeoning You have a +2 bonus to attack and damage rolls made with this magic weapon. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Mariner's Plate Armor Uncommon DDHC-TYP-6 - Against the Giants false
Heavy armor, uncommon Minor tier 65 lb. AC 18 While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Hell Hound Cloak (CURSE BROKEN) Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare (requires attunement) 1 lb. 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.
+2 Plate Armor Very Rare DDHC-TYP-6 - Against the Giants false
Heavy armor, very rare Major tier 65 lb. AC 18 You have a +2 bonus to AC while wearing this armor. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Brazier of Commanding Fire Elementals Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare Major tier 5 lb. 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 Rapier Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 2 lb. Mastery: Vex 1d8 piercing - Finesse 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 of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Portable Hole Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare Minor tier This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Tome of Clear Thought Very Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, very rare Major tier 5 lb. This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
+1 Hand Crossbow Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, ranged weapon 3 lb. Mastery: Vex 1d6 piercing - Ammunition (30/120 ft.), Light, Loading You have a +1 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Boots of Elvenkind Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Major tier 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.
Boots of Elvenkind Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Major tier 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.
+2 Shortsword Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 2 lb. Mastery: Vex 1d6 piercing - Finesse, Light You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+2 Whip Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 3 lb. Mastery: Slow 1d4 slashing - Finesse, Reach You have a +2 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Staff of Swarming Insects Rare DDHC-TYP-6 - Against the Giants false
Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) Major tier Simple weapon, melee weapon 4 lb. 1d6 bludgeoning - versatile (1d8) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Tentacle Rod Common DDHC-TYP-6 - Against the Giants false
Rod, rare (requires attunement) Major tier 2 lb. 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.
Tentacle Rod Common DDHC-TYP-6 - Against the Giants false
Rod, rare (requires attunement) Major tier 2 lb. 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.
Tentacle Rod Rare DDHC-TYP-6 - Against the Giants false
Rod, rare (requires attunement) Major tier 2 lb. 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.
Cloak of Elvenkind Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon (requires attunement) Major tier 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.
Cloak of Elvenkind Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon (requires attunement) Major tier 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.
Headsman Axe Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 7 lb. Mastery: Cleave 3d12 slashing - Heavy, Two‑Handed You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. If the wearer has a Strength score lower than 25, their they are unable to wield the weapon.
Ring of Shooting Stars Very Rare DDHC-TYP-6 - Against the Giants false
Ring, very rare (requires attunement outdoors at night) Major tier 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. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 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.
Dwarven Plate Very Rare DDHC-TYP-6 - Against the Giants false
Heavy armor (plate armor), very rare Major tier 65 lb. AC 18 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. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
+1 Shield Uncommon DDHC-TYP-6 - Against the Giants false
Armor (shield), uncommon Major tier 6 lb. AC +2 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
+1 Battleaxe Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, melee weapon 4 lb. Mastery: Topple 1d8 slashing - alt. 1d10, Versatile You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
+1 Warhammer Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, melee weapon 5 lb. Mastery: Push 1d8 bludgeoning - alt. 1d10, Versatile You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Ring of Invisibility Legendary DDHC-TYP-6 - Against the Giants false
Ring, legendary (requires attunement) Major tier While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring of Cold Resistance Rare DDHC-TYP-6 - Against the Giants false
Ring, rare (requires attunement) Major tier You have resistance to cold damage while wearing this ring. The ring is set with tourmaline.
Ring of Protection Rare DDHC-TYP-6 - Against the Giants false
Ring, rare (requires attunement) Major tier You gain a +1 bonus to AC and saving throws while wearing this ring.
+1 Longbow Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon Major tier Martial weapon, ranged weapon 2 lb. Mastery: Slow 1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed You have a +1 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Greatsword of Vengeance Uncommon DDHC-TYP-6 - Against the Giants false
Weapon, uncommon (requires attunement) Major tier Martial weapon, melee weapon 6 lb. Mastery: Graze 2d6 slashing - Heavy, Two‑Handed 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. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Javelin of Lightning Uncommon DDHC-TYP-6 - Against the Giants false
Weapon (javelin), uncommon Major tier Simple weapon, melee weapon 2 lb. 1d6 piercing - thrown (30/120 ft.) 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. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+2 Greataxe Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, melee weapon 7 lb. Mastery: Cleave 1d12 slashing - Heavy, Two‑Handed You have a +2 bonus to attack and damage rolls made with this magic weapon. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Bag of Holding Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Minor tier 15 lb. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Bag of Holding Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Minor tier 15 lb. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Driftglobe Uncommon DDHC-TYP-6 - Against the Giants false
Wondrous item, uncommon Minor tier 1 lb. This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Mithral Plate Armor Uncommon DDHC-TYP-6 - Against the Giants false
Heavy armor, uncommon Minor tier 65 lb. AC 18 Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Portable Hole Rare DDHC-TYP-6 - Against the Giants false
Wondrous item, rare Minor tier This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
+2 Pistol Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, ranged weapon, firearm 3 lb. Mastery: Vex 1d10 piercing - Ammunition (30/90 ft.), Loading You have a +2 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+2 Pistol Rare DDHC-TYP-6 - Against the Giants false
Weapon, rare Major tier Martial weapon, ranged weapon, firearm 3 lb. Mastery: Vex 1d10 piercing - Ammunition (30/90 ft.), Loading You have a +2 bonus to attack and damage rolls made with this magic weapon. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.