Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 | |
|---|---|---|---|---|---|---|
| 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 Against the Giants | Show | |||
|
Notes:
Weapon (greataxe), rare |
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| Mace +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (mace), rare |
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| Snurre's Cape | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Tentacle Rod | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Brazier of Commanding Fire Elementals | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Wondrous Item, rare |
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| Whip, +2 | rare | DDHC-TYP Against the Giants | Show | |||
|
Notes:
Weapon (whip), rare |
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| 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: |
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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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| 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. |
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| Light Crossbow +1 | rare | Trade Log | Show | |||
|
Notes:
Weapon (crossbow, light), 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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| 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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| 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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| Half Plate +2 | very_rare | Trade Log | Show | |||
|
Notes:
Armor (half plate), very rare |
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| Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
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Notes:
Wondrous Item, very rare |
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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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| 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 | |||
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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. |
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