Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Portable Hole
rare
CCC-COS-01 The Only Way to be Sure
CCC-COS-01 The Only Way to be Sure
Show
Notes:
Portable Hole
Wondrous item, rare, Table D
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. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.
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, 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. This item is found in the Dungeon Master’s Guide.
Arrk's Greatsword (Greatsword +1)
uncommon
CCC-GLIP-0101 Glip Dak
Trade Log
Show
Notes:
Arrk's Greatsword (Greatsword +1)
Weapon (greatsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
uncommon
CCC-GSP-01 A Dragon’s Breath
Trade Log
Show
Notes:
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
Wondrous Item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spell casting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud
In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern.
Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
Assignment 2 Season 12 a
Show
Notes:
Cloak of Displacement
(Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Slippers of Spider Climbing
uncommon
CCC-SRCC-01-01 Trouble in the Old City
CCC-SRCC-01-01 Trouble in the Old City
Show
Notes:
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
These slippers are made of black silk embroidered with spider webs. Though they were taken off a drow the yuan-ti waylaid, they are not drow crafted.
Flurried Furs (Smoldering Armor)
common
DDAL00-04 Winter's Flame
Trade Log
Show
Notes:
Flurried Furs (Smoldering Armor)
Armor (Half Plate), common
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
The wearer has disadvantage on Dexterity (Stealth) checks.
Goggles of Night
uncommon
DDAL10-01 The Frozen North
DDAL10-01 The Frozen North
Show
Notes:
Goggles of Night
Wondrous item, uncommon
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Staff of Swarming Insects
rare
DDEX3-03 The Occupation of Szith Morcane
DDEX3-03 The Occupation of Szith Morcane
Show
Notes:
Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)
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.
This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.
Bag of Holding
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros
Trade Log
Show
Notes:
Bag of Holding
Wondrous item, uncommon
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.
Belt of Dwarvenkind
rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Belt Of Dwarvenkind
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.
Frost Brand Greatsword
very_rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Frost Brand Greatsword
Weapon (Greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Battleaxe +1
uncommon
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Battleaxe +1
Melee weapon (martial, battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Chain Mail +2
very_rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Chain Mail +2
Armor (heavy), very rare
You have a +2 bonus to AC while wearing this armor.
Chain Mail. 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.
Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
Obsidian Steed Figurine of Wondrous Power
very_rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Obsidian Steed Figurine of Wondrous Power
Wondrous item, very rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Staff of Frost
very_rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Staff of Frost
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Warhammer +1
Melee weapon (martial, warhammer), uncommon
Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”
You have a +1 bonus to attack and damage rolls made with this 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.
Flame Tongue Shortsword
rare
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Flame Tongue Shortsword
Melee weapon (martial, shortsword), rare (requires attunement)
Minor Propertie: A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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.
Waythe (T4 Lockt)
legendary
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Waythe
Weapon (greatsword), legendary (requires attunement)
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Gloves Of Thievery
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Gloves Of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Battleaxe +1
common
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Battleaxe +1
Melee weapon
You have a +1 bonus to attack and damage rolls made with this weapon.
Name | Rarity | Location ▲ | Table | Result | Source | |
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Portable Hole | rare | CCC-COS-01 The Only Way to be Sure | CCC-COS-01 The Only Way to be Sure | Show | ||
Notes:
Portable Hole 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. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. 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, 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. This item is found in the Dungeon Master’s Guide. |
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Arrk's Greatsword (Greatsword +1) | uncommon | CCC-GLIP-0101 Glip Dak | Trade Log | Show | ||
Notes:
Arrk's Greatsword (Greatsword +1) |
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Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern) | uncommon | CCC-GSP-01 A Dragon’s Breath | Trade Log | Show | ||
Notes:
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spell casting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Spells: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern. |
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Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | Assignment 2 Season 12 a | Show | ||
Notes:
Cloak of Displacement While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Slippers of Spider Climbing | uncommon | CCC-SRCC-01-01 Trouble in the Old City | CCC-SRCC-01-01 Trouble in the Old City | Show | ||
Notes:
Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. These slippers are made of black silk embroidered with spider webs. Though they were taken off a drow the yuan-ti waylaid, they are not drow crafted. |
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Flurried Furs (Smoldering Armor) | common | DDAL00-04 Winter's Flame | Trade Log | Show | ||
Notes:
Flurried Furs (Smoldering Armor) As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. The wearer has disadvantage on Dexterity (Stealth) checks. |
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Goggles of Night | uncommon | DDAL10-01 The Frozen North | DDAL10-01 The Frozen North | Show | ||
Notes:
Goggles of Night These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Staff of Swarming Insects | rare | DDEX3-03 The Occupation of Szith Morcane | DDEX3-03 The Occupation of Szith Morcane | Show | ||
Notes:
Staff of Swarming Insects 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. This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings. |
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Bag of Holding | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros | Trade Log | Show | ||
Notes:
Bag of Holding 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. |
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Belt of Dwarvenkind | rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Belt Of Dwarvenkind While wearing this belt, you gain the following benefits:
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:
|
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Frost Brand Greatsword | very_rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Frost Brand Greatsword When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. |
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Battleaxe +1 | uncommon | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Chain Mail +2 | very_rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Chain Mail +2 You have a +2 bonus to AC while wearing this armor. Chain Mail. 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. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. |
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Obsidian Steed Figurine of Wondrous Power | very_rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Obsidian Steed Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. |
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Staff of Frost | very_rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Staff of Frost You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
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Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Warhammer +1 Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!” You have a +1 bonus to attack and damage rolls made with this 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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Flame Tongue Shortsword | rare | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Flame Tongue Shortsword Minor Propertie: A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. 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. |
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Waythe (T4 Lockt) | legendary | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Waythe You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used. Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. |
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Gloves Of Thievery | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Gloves Of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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Battleaxe +1 | common | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this weapon. |