Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Bag of Holding (U) uncommon DDAL-DRW-INT-01 Big Problems DDAL-DRW-INT-01 Big Problems Show
Bag of Holding (U) uncommon DDHC-KGV-01 The Murkmire Malevolence S2 DDHC-KGV-01 The Murkmire Malevolence S2 Show
Notes:

Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

Boots of Elvenkind (U) uncommon DDHC-KGV-01 The Murkmire Malevolence S2 DDHC-KGV-01 The Murkmire Malevolence S2 Show
Notes:

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.

Dagger +1 (U) uncommon DDHC-KGV-01 The Murkmire Malevolence S2 DDHC-KGV-01 The Murkmire Malevolence S2 Show
Notes:

Dagger +1
Weapon (dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Folding Boat (R) rare Chaos in the City of Splendors Chaos in the City of Splendors Show
Notes:

When unfolded to the ship size, this boat has a small casino on deck. It has a wet bar, four casino tables, and flies the flag of Waterdeep’s current Open Lord, Laeral Silverhand (who probably neither knows nor approves of this ruse).

Folding Boat
Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:

First Command Word. The box unfolds into a Rowboat.

Second Command Word. The box unfolds into a Keelboat.

Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

Rust Bag of Tricks (U) uncommon Chaos in the City of Splendors Chaos in the City of Splendors Show
Notes:

Wondrous Item, Uncommon

This bag made from rust cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Rust Bag of Tricks
1d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant Goat
6 Giant Boar
7 Lion
8 Brown Bear