Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Dagger of Blindsight rare DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level Show
Notes:

Weapon (dagger), rare (requires attunement)

This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Dagger +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this weapon.

☐ Crossbow Bolt +1 (11) common DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

☐ Cloak of Elvenkind very_rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

☐ Chainmail +2 very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to AC while wearing this armor.

This chain mail is coated in silver.

☐ Cape of Cold Protection rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

King Snurre's cape requires attunement and grants the wearer resistance to cold damage.

☐ Brazier of Commanding Fire Elementals rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King 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.

The brazier weighs 5 pounds.

☐ Brazier of Commanding Fire Elementals rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness 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. The brazier weighs 5 pounds.

☐ Boots of Elvenkind uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous item, uncommon
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 that rely on moving silently.

☐ Bolt of Vapors uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

When this bolt is fired, it casts stinking cloud centered on the point it hits. The spell has a spell save DC of 15 and a duration of 1 minute.

☐ Bolt of Holding uncommon DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

When this bolt hits a target, it casts hold person on the target hit with the bolt, as well as up to two other targets within 30 feet of that target. The spell has a spell save DC of 15 and a duration of 1 minute.

☐ Bolt of Binding common DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

When this bolt hits a target, it casts blindness/deafness to bling on the target hit with the bolt, as well as up to two other targets within 30 feet of that target. The spell has a spell save DC of 15 and a duration of 1 minute.

☐ Bloodwell Vial +2 rare DDHC-KGV-06 - Masterpiece Imbroglio Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. RARITY BONUS Uncommon +1 Rare +2 Very Rare +3

☐ Bitter Wrath (Frost Brand Rapier) rare DDAL07-09 Unusual Opposition DDAL07-09 Unusual Opposition Show
Notes:

Weapon (any sword), 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light

☐ BattleAxe +1 common DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

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

☐ Battleaxe +1 common DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

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

☐ Battleaxe +1 uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

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

☐ Baleful Talon very_rare Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Service Hours Awarded_2024: 50th Anniversary Show
Notes:

Weapon (dagger), very rare
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.

When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Bag of Holding uncommon DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Bag of Holding uncommon Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Notes: Utility, Container