Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Javelin of Lightning
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
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Notes:
Simple weapon, melee weapon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Ring of Mind Shielding
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Spear +2
rare
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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.
Shield +1
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Armor (shield), uncommon
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.
Robe of Useful Items
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
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:
-Dagger
-Bullseye lantern (filled and lit)
-Steel mirror
-10-foot pole
-Hempen rope (50 feet, coiled)
-Sack
-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 (Revivify)
-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
Gloves of Thievery
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
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.
Gem of Brightness
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Wondrous item, uncommon
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.
Figurine of Wondrous Power, Bronze Griffon
rare
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Wondrous item, 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.
Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Battleaxe +1
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Martial weapon, melee weapon
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.
Flame Tongue Shortsword
rare
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Weapon, rare (requires attunement)
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.
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
Martial weapon, melee weapon
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.
Waythe
legendary
DDHC-TYP-6 - Against the Giants Timber Stronghold
DDHC-TYP-6 - Against the Giants Timber Stronghold
Show
Notes:
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 +1 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.
Wand of Paralysis
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you.
The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Pearl of Power
uncommon
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Morningstar +2
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Weapon (morningstar), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Chain Mail +2
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Armor (chain mail), very rare
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.
Arrow-Catching Shield
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Dagger +2
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Weapon (dagger), rare
You have a +2 bonus to attackand damage rolls made with this magic weapon.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Staff of Frost
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
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.
Shield +1
uncommon
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Armor (shield), uncommon
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.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Javelin of Lightning | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Simple weapon, melee weapon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. |
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Ring of Mind Shielding | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. |
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Spear +2 | rare | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. |
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Shield +1 | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Armor (shield), uncommon 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. |
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Robe of Useful Items | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | 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: -Dagger |
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Gloves of Thievery | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
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. |
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Gem of Brightness | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Wondrous item, uncommon 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. |
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Figurine of Wondrous Power, Bronze Griffon | rare | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Wondrous item, 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. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Battleaxe +1 | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Martial weapon, melee weapon 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. |
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Flame Tongue Shortsword | rare | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Weapon, rare (requires attunement) 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. |
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Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
Martial weapon, melee weapon 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. |
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Waythe | legendary | DDHC-TYP-6 - Against the Giants Timber Stronghold | DDHC-TYP-6 - Against the Giants Timber Stronghold | Show | ||
Notes:
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 +1 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. 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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Wand of Paralysis | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Pearl of Power | uncommon | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. |
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Morningstar +2 | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Weapon (morningstar), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Chain Mail +2 | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Armor (chain mail), very rare 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. |
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Arrow-Catching Shield | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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Dagger +2 | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Weapon (dagger), rare You have a +2 bonus to attackand damage rolls made with this magic weapon. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Staff of Frost | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
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. |
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Shield +1 | uncommon | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Armor (shield), uncommon 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. |