Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+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.
+1 Battleaxe
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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 Battleaxe
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Major tier
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.
+1 Dagger
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You have a +1 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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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.
+1 Hand Crossbow
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, ranged weapon
3 lb. 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 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. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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.
+1 Hand Crossbow
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+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.
+1 Plate Armor
uncommon
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
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
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.
+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 Warhammer
common
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
2 lb. 1d8 bludgeoning - 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.
If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”
+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 Wraps of Unarmed Prowess
uncommon
Reward List: 50th Anniversary
Show
Notes:
Wondrous item, uncommon
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.
+2 Chain Mail
very_rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
Heavy armor, very rare
55 lb. AC 16
You have a +2 bonus to AC while wearing this armor.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
+2 Greataxe
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+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.
+2 Mace
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
+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.
+2 Pistol
rare
DDHC-TYP-6 - Against the Giants
DDHC-TYP-6 - Against the Giants
Show
Notes:
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
DDHC-TYP-6 - Against the Giants
Show
Notes:
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+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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+1 Battleaxe | 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: 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. |
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+1 Battleaxe | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon 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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+1 Dagger | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon Simple weapon, melee 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. |
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+1 Hand Crossbow | 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. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
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+1 Hand Crossbow | 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. 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. |
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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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+1 Plate Armor | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
You have a +1 bonus to AC while wearing this armor. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 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 Shield | uncommon | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Armor (shield), uncommon |
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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 Warhammer | common | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, uncommon 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. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!” |
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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 Wraps of Unarmed Prowess | uncommon | Reward List: 50th Anniversary | Show | |||
Notes:
Wondrous item, uncommon |
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+2 Chain Mail | very_rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Heavy armor, very rare 55 lb. AC 16 Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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+2 Greataxe | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare 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. |
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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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+2 Mace | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare 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. |
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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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+2 Pistol | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare 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. |
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+2 Pistol | rare | DDHC-TYP-6 - Against the Giants | DDHC-TYP-6 - Against the Giants | Show | ||
Notes:
Weapon, rare 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. |