Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Battleaxe, +1
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Fire Resistance
rare
DDHC-TYP Against the Giants
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
Plate, +1
rare
DDHC-TYP Against the Giants
Show
Notes:
Armor (plate), rare
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.
Arrow-Catching Shield
rare
DDHC-TYP Against the Giants
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.
Longsword, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Morningstar, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (morningstar), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Mirror of Seeing (Gem of Seeing )
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, rare (requires attunement)
This Huge mirror of seeing (weighing 100 pounds) functions similarly to a gem of seeing, so that even unseen creatures and objects are reflected in it.
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Hell Hound Cloak
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, rare (requires attunement)
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.
Greataxe, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Snurre's Cape
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous item, uncommon
A cape made of white dragon hide.
This magic cape grants resistance to cold damage.
Tentacle Rod
rare
DDHC-TYP Against the Giants
Show
Notes:
Rod, rare (requires attunement)
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.
Brazier of Commanding Fire Elementals
rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
Whip, +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (whip), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Belt Of Dwarvenkind
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
• In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Gem of Seeing
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
This orange gem has been carved into the shape of a goldfish. The bottom is inscribed with the word Sylgar. The Xanathar won’t be happy that you have this.
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Horn of Valhalla (Silver)
rare
Trade Log
Show
Notes:
Wondrous Item, rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you.
If you meet the requirement, they are Friendly to you and your allies and follow your commands.
Light Crossbow +1
rare
Trade Log
Show
Notes:
Weapon (crossbow, light), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Flame Tongue
rare
Trade Log
Show
Notes:
Weapon (longsword), rare (requires attunement)
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Longsword +1
uncommon
Trade Log
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Ring of Mind Shielding
uncommon
DDHC-TYP Against the Giants
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Battleaxe, +1 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (battleaxe), uncommon |
||||||
| Ring of Fire Resistance | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Plate, +1 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Armor (plate), rare 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. |
||||||
| Arrow-Catching Shield | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Armor (shield), rare (requires attunement) 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. |
||||||
| Longsword, +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (longsword), rare |
||||||
| Morningstar, +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (morningstar), rare |
||||||
| Mirror of Seeing (Gem of Seeing ) | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
||||||
| Hell Hound Cloak | rare | DDHC-TYP Against the Giants | 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. |
||||||
| Greataxe, +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (greataxe), rare |
||||||
| Snurre's Cape | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wondrous item, uncommon |
||||||
| Tentacle Rod | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Rod, rare (requires attunement) |
||||||
| Brazier of Commanding Fire Elementals | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wondrous Item, rare |
||||||
| Whip, +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (whip), rare |
||||||
| Belt Of Dwarvenkind | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) If you aren't a dwarf, you gain the following additional benefits while wearing the belt: |
||||||
| Gem of Seeing | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
||||||
| Horn of Valhalla (Silver) | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. |
||||||
| Light Crossbow +1 | rare | Trade Log | Show | |||
|
Notes:
Weapon (crossbow, light), rare |
||||||
| Flame Tongue | rare | Trade Log | Show | |||
|
Notes:
Weapon (longsword), rare (requires attunement) |
||||||
| Longsword +1 | uncommon | Trade Log | Show | |||
|
Notes:
Weapon (longsword), uncommon Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
| Ring of Mind Shielding | uncommon | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Ring, uncommon (requires attunement) 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. |
||||||