Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Box of Holding
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
The box has properties similar to those of a bag of holding—although the container is but 10 inches long by 6 inches wide and 4 inches deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser.
+1 Battleaxe
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
4 lb. 1d8 slashing - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Musket of the Ild Rune
uncommon
Trade Log
Show
Notes:
Musket
Weapon
Firearm, renaissance, martial weapon, ranged weapon
500 gp, 10 lb. 1d12 piercing - ammunition (60/120 ft.), loading, two-handed
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 the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Gift of Flame
You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon
The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Gem of Brightness
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, uncommon
Major tier
1 lb.
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Robe of Useful Items
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye lantern (filled and lit)
Hempen rope (50 feet, coiled)
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 gp each
Wooden ladder (24 feet long)
A riding horse with saddle bags
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
4 potions of healing
Rowboat (12 feet long)
Spell scroll containing the Revivify Spell
2 mastiffs
Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
Portable ram
Mariner's Plate Armor
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+1 Warhammer
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+1 Shield
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
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.
+1 Longbow
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+2 Morningstar
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Arrow-Catching Shield
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Armor (shield), rare (requires attunement)
6 lb. AC +2
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.
Longbow +2
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Weapon (longbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
+2 Whip
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, rare
Major tier
Martial weapon, melee weapon
3 lb. 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, you 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. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Staff of Withering
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Belt of Dwarvenkind
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Brazier of Commanding Fire Elementals
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
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.
+2 Longsword
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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.
Horn of Blasting
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn
Portable Hole
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Box of Holding | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
The box has properties similar to those of a bag of holding—although the container is but 10 inches long by 6 inches wide and 4 inches deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. |
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+1 Battleaxe | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon Martial weapon, melee weapon 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. |
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Musket of the Ild Rune | uncommon | Trade Log | Show | |||
Notes:
Musket 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 the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Gift of Flame |
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Gem of Brightness | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, uncommon The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. |
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Robe of Useful Items | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye lantern (filled and lit) In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
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Mariner's Plate Armor | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Heavy armor, uncommon 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. |
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+1 Warhammer | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon 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. |
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+1 Shield | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Armor (shield), uncommon 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. |
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+1 Longbow | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon 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. |
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Greatsword of Vengeance | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon (requires attunement) 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. |
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+2 Morningstar | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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Arrow-Catching Shield | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Armor (shield), rare (requires attunement) 6 lb. AC +2 |
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Longbow +2 | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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+2 Whip | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Staff of Withering | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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Belt of Dwarvenkind | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. |
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Brazier of Commanding Fire Elementals | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, rare The brazier weighs 5 pounds. |
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+2 Longsword | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon. 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. |
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Horn of Blasting | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn |
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Portable Hole | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Wondrous item, rare 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. |