Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Tentacle Rod
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Tentacle Rod
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Tentacle Rod
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Cloak of Elvenkind
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon (requires attunement)
Major tier
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Elvenkind
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon (requires attunement)
Major tier
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Boots of Elvenkind
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon
Major tier
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Boots of Elvenkind
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, uncommon
Major tier
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Mace +2
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
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.
Headsman Axe (Greataxe +2)
very_rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
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.
Due to it Giant Size and weight this weapon deals 3d12 slashing damage and needs 25 Strength to wield it.
Ring of Shooting Stars
very_rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
Major tier
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12)
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Dwarven Plate
very_rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Heavy armor (plate armor), very rare
Major tier
65 lb. AC 18
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Shield +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Generic variant, uncommon
Major tier
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Battleaxe +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
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.
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
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.
Ring of Invisibility
very_rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Ring, legendary (requires attunement)
Major tier
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Cape of Cold Resistance
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Ring, rare (requires attunement)
Major tier
You have resistance to cold damage while wearing this coat.
Ring of Protection
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Ring, rare (requires attunement)
Major tier
You gain a +1 bonus to AC and saving throws while wearing this ring.
Longbow +1
uncommon
DDHC-TYP-6 - Against the Fire Giant Stronghold
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.
Hell Hound Cloak
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Show
Notes:
Wondrous item, rare (requires attunement)
1 lb.
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Gloves of Thievery
uncommon
Service Rewards
Service Rewards 12b
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.
| Name | Rarity | Location | Table ▼ | Result | Source | |
|---|---|---|---|---|---|---|
| Tentacle Rod | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Tentacle Rod | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Tentacle Rod | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Cloak of Elvenkind | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Cloak of Elvenkind | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Boots of Elvenkind | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Boots of Elvenkind | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Mace +2 | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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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| Headsman Axe (Greataxe +2) | very_rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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. Due to it Giant Size and weight this weapon deals 3d12 slashing damage and needs 25 Strength to wield it. |
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| Ring of Shooting Stars | very_rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Ring, very rare (requires attunement outdoors at night) The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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| Dwarven Plate | very_rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Heavy armor (plate armor), very rare 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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| Shield +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Generic variant, 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. |
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| Battleaxe +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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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| Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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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| Ring of Invisibility | very_rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Ring, legendary (requires attunement) |
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| Cape of Cold Resistance | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Ring of Protection | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Longbow +1 | uncommon | DDHC-TYP-6 - Against the Fire Giant Stronghold | 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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| Hell Hound Cloak | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
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| Gloves of Thievery | uncommon | Service Rewards | Service Rewards 12b | 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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