Has your party discovered the ruins of a stone giant’s underground fortress? Maybe you’ve just made friends with a famed fire giant smith? Giants might not be as loot-obsessed as dragons, but in most realms, they’ve been around since the early days of the Material Plane and wield power handed down from Annam, the All-Father.
This means that some giants will have access to items suffused with primordial power. You might be able to convince your giant pal to donate the item to your cause as thanks for completing a quest. Or, maybe, you’re bold enough to try to sneak a greataxe away in your pants.
In this article, let’s look at some giant-infused magic items found in Bigby Presents: Glory of the Giants!
- Adze of Annam
- Bigby’s Beneficent Bracelet
- Helm of Perfect Potential
- Prehistoric Figurines of Wondrous Power
- Thunderbuss
Adze of Annam
Weapon (greataxe), artifact (requires attunement)
The Adze of Annam is said to have been wielded by the giant’s All-Father Annam eons ago to shape the worlds of the Material Plane.
For those unfamiliar, an adze is a small, axe-like tool used in woodworking and other crafting. The fact that this usually handheld tool is big enough to be wielded as a greataxe should be telling of how large its original owner must’ve been.
The Adze of Annam isn’t just a huge tool. It can be used as a weapon. It’s got a +3 to attack and damage rolls and dolls out an extra 3d12 force damage per hit, making it a destructive force in the hands of a Strength-focused build that can attack multiple times per turn.
You can also use this magic item for terraforming and crafting, as is fitting for a tool for creation. Once per day, you can cast move earth or fabricate, allowing you to channel the creativity of Annam in your day-to-day adventuring.
Artifact Properties
Artifacts are one-of-a-kind items that are exceedingly rare and powerful. Each artifact comes with a certain number of random properties determined by the Artifact Properties tables in the Dungeon Master’s Guide. The guidelines for which tables to roll on are listed in the item's description.
Art by Isabel Gibney
Bigby’s Beneficent Bracelet
Wondrous Item, artifact (requires attunement)
Speaking of items that pack a punch, this bracelet, crafted by the great wizard Bigby, is certainly a solid item if you’re looking for a helping hand.
When you don this artifact, you gain the ability to manipulate force magic, one of Bigby’s specialties. One way this manifests is by instilling the power to create a copy of a nonmagical object that is Large or smaller. This duplicate acts the same way as the original copy and even mimics its size, weight, and properties.
The object lasts for 8 hours, or until you dismiss it as an action, and you can have three copies of any item going at any one time.
While the 1 minute it takes to create these items might be too long to use in combat, these constructs are immune to all damage short of a disintegrate spell and can’t be dispelled, making them an effective roadblock if you have some prep time.
The other way this manifests is through the ability to cast Bigby’s hand once a day as a 9th-level spell. This beefed-out fist can punch a creature for 12d8 force damage or grapple and crush a creature for 10d6 + your spellcasting ability modifier every turn as a bonus action, making it a flat-out ridiculously powerful ability. Not only that, it doesn’t require concentration, so you can cast other powerful spells as long as they don’t interfere with the bracelet’s bonus action.
Art by Isabel Gibney
Helm of Perfect Potential
Wondrous Item, artifact (requires attunement)
In the legends of the giants, Diancastra approached her father, Annam, claiming that his gift of godliness was her birthright. Diancastra was tasked by the All-Father to prove herself by finding pure perfection, something his craft could not better.
In response to this, Diancastra brought her father a mote of chaotic, unformed matter. Annam, admitting that unfound potential was indeed a form of pure perfection, fashioned the mote onto the Helm of Perfect Potential and gave it to Diancastra to wear.
Creatures that wear this helm get advantage on Charisma (Deception) and Wisdom (Insight) checks, which represent Diancastra’s sly and astute nature.
They can also blast their enemies with bolts of elemental energy as a bonus action. These bolts can deal 4d6 of their choice of acid, cold, fire, lightning, or thunder damage on a failed DC 20 Dexterity saving throw or half as much on a successful saving throw.
Last, they can use some of the helm’s 6 charges to cast certain elemental spells:
- Elemental weapon (1 charge)
- Call lightning (2 charges)
- Wall of fire (3 charges)
- Conjure elemental (4 charges)
- Tsunami (5 charges)
The helm regains 1d6 charges each dawn.
The versatility this artifact offers makes it extraordinarily useful in any situation. You get valuable bonuses to important skill checks in social situations, a powerful bonus action that you can use continuously to exploit damage vulnerabilities and avoid damage resistances, and access to five elemental spells that you can cast without spell slots, which range from potent damage dealers to battlefield control and even summons.
Art by Isabel Gibney
Prehistoric Figurines of Wondrous Power
Wondrous Item, varies
We’ve all wished at some point during our childhood that our figurines or action figures would come to life. With the prehistoric figurines of wondrous power, you can finally make this dream a reality!
Each of these figurines represent a dinosaur statuette made of roughly hewn gemstone:
- Carnelian Triceratops (Very Rare)
- Jasper Tyrannosaurus Rex (Legendary)
- Kyanite Pteranodon (Rare)
- Pyrite Plesiosaurus (Uncommon)
When you use an action to toss your figurine onto the ground and speak the command word, your little gemstone dino will erupt into a full-size version of the dino it depicts, ready to heed your commands!
Careful, though. While the triceratops, pteranodon, and plesiosaurus are happy to fight for you (and even serve as mounts!), the T-Rex is ready to go all Jurassic Park on your party if you roll a 1 on the d20 when you give it a command.
Each of the figurine’s transformations last for a certain period of time, dictated by how rare the item is. The transformation is cut short if the transformed creature is reduced to 0 hit points.
Even if dinosaurs have been extinct in your setting for hundreds of millions of years, once you stumble across these figurines, you’ll get to finally quote the infamous Dr. Ian Malcolm and say, “Life..uh…finds a way.”
Art by Olga Drebas
Thunderbuss
Weapon (pistol), very rare
What’s got one rune-inscribed barrel, a +1 bonus to attack and damage, and unlimited ammunition? The thunderbuss.
This magic-infused pistol is the fantasy equivalent of sticking a grenade launcher onto your Glock. It’s inscribed with a storm rune on the barrel, which makes it deal thunder damage instead of the regular piercing damage, and when you invoke the rune, it blasts out a ball of storm-infused energy that explodes in a 10-foot radius.
Enemies within that range must succeed on a DC 14 Constitution saving throw or take 3d6 thunder damage and lose their ability to take reactions until the end of your next turn. On a successful save, they only take half the thunder damage.
Remember that once the rune has been invoked, it can’t be invoked again until dawn, so make sure your enemies are clumped up before you blast them.
On top of that, the thunderbuss doesn’t have the loading property, meaning you’ll be able to fire it as many times as you want on your turn, even without the Crossbow Expert or Gunner feat. It also doesn't require ammunition and is only a one-handed weapon, so you can still boost your AC with a shield!
Art by Isabel Gibney
A Giant’s Trove of Magic Items Awaits!
From the awe-inspiring capabilities of the Adze of Annam to the explosiveness of the thunderbuss, the magical items created by giants display not only the depth of their primordial power but also their skilled craftsmanship.
Whether you're looking to harness elemental chaos, tap into the forces of creation, or just swing a massive axe as hard as you can, these giant treasures found in Bigby Presents: Glory of the Giants offer a trove of power for the keen, and sometimes nimble-fingered, adventurer.
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
FIRST! HA!
Edit: now that I actually read the article, a ton of this stuff is really cool! Adze of Annam and bigby's bracelet seem really powerful, and there's nothing better than hopping on a dino and dual wielding guns!
Oooh, definitely be using that bracelet for my party, I can only imagine the creative uses they’ll get out of that duplication ability.
And the figurines are just cool, we’ve already got a guy collecting small dino pets this’ll make his day
Finally a way to make Tsunami viable in combat.
Theres been guns in dnd for years. This isn't a new thing.
My gf may faint when she stumbles across a prehistoric figurine of wondrous power. Great stuff.
…Please tell me this is an Avant-Garde version of criticizing the direction D&D is headed by pretending to be offended by a non-issue to express how obnoxious you think we are.
Why is the art for Bigby's Beneficent Bracelet a straight-up soulcaster from Stormlight Archives?
(Of course, the effects are entirely different, but.... If I had seen that picture without any kind of label, I immediately would have thought it was a soulcaster.)
OH MY GOODNESS the dino figurines are so cool. I love it!
I can understand the original poster. For me Guns in fantasy games that have wizards and knights and barbarians is emmersion breaking, So i remove them from my game worlds but that is a me thing. What we did in my run is that we treated wands like how folk might treat Fire arms.
It comes down to personal preffrences i guess. As a DM you can include or exclude anything you want, the books are stated to be tool boxes, you choose what tools you want.
But those figurines are adorable. though only 2 are dinosaurs. Please WOTC, not every prehistoric reptile is a dinosaur.
I'm surprised that Bigby's bracelet doesnt also allow you to use it as an Arcane focus. Because I would love to wield that on a Wizard or Sorcerer.
Hand cannons (early guns) existed in the late Medieval period.
Late Medieval Plate armor could resist early firearms.
Full sized cannons predated the hand cannons..
https://en.wikipedia.org/wiki/Hand_cannon
Infinity fire gun?
oh boy i cant wait to use this in my campaign
It is, in fact, where the word "bulletproof" comes from.
And as far as the Thunderbuss is concerned, I've got just one thing to say: Listen up you primitive screw-heads! This... is my BOOMSTICK!
so we have artifacts (unlikely to be given in most campaigns) a very rare weapon that only does thunder damage and therefore is hard countered by any caster with Silence, and figurines. Once again, the figurines win.
Not just in late medieval period. In viking ages, even.
If a caster wants to use Silence on themselves to give themselves immunity to the Thunderbuss, it means that they're also shutting down their own ability to cast spells with verbal components. And since the spell is bard and cleric, that largely shuts down their spellcasting entirely. I don't think that that's as strong a counter as you believe it to be.
Hand Cannons, the first true firearms, didn't show up until several centuries after the Viking Age ended.
My only hang-up with guns in DnD is that I just can't imagine that a universe with access to DnD's magic would ever find a reason to even think about inventing them. Perhaps in a low-magic setting they could make sense.
Guns have existed in the Forgotten Realms since the early 90s at least. The church of Gond has a monopoly on them. And they got invented because even in a relatively high magic campaign setting like FR, most people don't have the ability to use magic.
What if a commoner needed to deal with 30-50 feral hogs on their land within 3-5 minutes?