Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
Breastplate, +1
rare
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Armor (breastplate), rare
You have a +1 bonus to AC while wearing this armor.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered
Ring of Free Action
rare
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Longsword +2
rare
Trade Log
Show
Notes:
Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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 The Forge of Fury
Show
Notes:
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Charm of Plant Command
rare
DDHC-GoSM Tamaraut's Fate
Show
Notes:
Wondrous item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut’s Fate)
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.
Spear +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (spear), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Flame Tongue Shortsword
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (shortsword), 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.
Mace +2
rare
DDHC-TYP Against the Giants
Show
Notes:
Weapon (mace), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Frost Brand
very_rare
DDHC-TYP Against the Giants
Show
Notes:
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.
Wraps of Unarmed Power, +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
These arm wraps have symbols of power woven their lining.
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Half Plate +2
very_rare
Trade Log
Show
Notes:
Armor (half plate), very rare
You have a +2 bonus to AC while wearing this armor.
Staff of Frost
very_rare
DDHC-TYP Against the Giants
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.
Amulet of the Devout +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement by a cleric or paladin)
This amulet bears a single lapis lazuli star and is inlaid with turquoise and jade.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
Spellguard Shield
very_rare
Trade Log
Show
Notes:
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Horn of Valhalla
very_rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. 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 berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 | Horn Type | Berserkers Summoned | Requirement
76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Chain Mail +2
very_rare
DDHC-TYP Against the Giants
Show
Notes:
Armor (heavy), very rare
You have a +2 bonus to AC while wearing this armor.
Waythe
legendary
DDHC-TYP Against the Giants
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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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. |
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Breastplate, +1 | rare | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Armor (breastplate), rare This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered |
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Ring of Free Action | rare | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Ring, rare (requires attunement) |
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Longsword +2 | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare |
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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. |
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Greataxe, +2 | rare | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Weapon (greataxe), rare Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Charm of Plant Command | rare | DDHC-GoSM Tamaraut's Fate | Show | |||
Notes:
Wondrous item, rare (requires attunement) This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut’s Fate) |
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Greataxe, +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (greataxe), rare |
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Spear +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (spear), rare |
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Flame Tongue Shortsword | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (shortsword), rare (requires attunement) |
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Mace +2 | rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (mace), rare |
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Frost Brand | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (greatsword), very rare (requires attunement) 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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Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Half Plate +2 | very_rare | Trade Log | Show | |||
Notes:
Armor (half plate), very rare |
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Staff of Frost | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) 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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Amulet of the Devout +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. |
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Spellguard Shield | very_rare | Trade Log | Show | |||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Horn of Valhalla | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous Item, varies Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 | Horn Type | Berserkers Summoned | Requirement If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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Chain Mail +2 | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Armor (heavy), very rare |
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Waythe | legendary | DDHC-TYP Against the Giants | Show | |||
Notes:
Weapon (greatsword), legendary (requires attunement) 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. |