Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Boots of Elvenkind uncommon 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.

☐ Bracers of Archery uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

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

Notes: Summoning

☐ Chest of Preserving common DC-POA-PND-4 Eateat Go Home DC-POA-PND-4 Eateat Go Home Show
Notes:

Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest is made of a metal that has been painted avocado green.
This item is found in Waterdeep: Dungeon of the Mad Mage.

☐ Cloak of Elvenkind common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Cloak of Elvenkind uncommon 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.

☐ Cloak of the Manta Ray uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

☐ Discord unique DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whispers Show
Notes:

Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of
green crystal and extinguishes all nonmagical flames
within 30 feet of it. A creature wearing Discord hears
insidious whispers originating from a point just beyond
their peripheral vision. Unless deafened, the creature has
disadvantage on saving throws caused by, and on Wisdom
checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC.
In addition, you can use your reaction to see normally in
darkness, both magical and nonmagical, out to a distance
of 120 feet until the start of your next turn. Discord can’t be
used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing
Discord, they are unharmed by temperatures as low as −60

☐ Dragon Slayer (Rapier) very_rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Driftglobe uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

☐ Dwarven Plate very_rare CCC-TRI-10 BHC1-1 Contact CCC-TRI-10 BHC1-1 Contact Show
Notes:

Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

☐ Dwarven Plate very_rare Against the Giants-Hall of the Fire Giant King Show
Notes:

Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

☐ Eldritch Staff very_rare Source: The Wild Beyond The Witchlight Trade Log Show
Notes:

Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

☐ Enduring Spellbook common PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

Wondrous Item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

☐ Forcebreaker Sling very_rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

Weapon (any weapon that deals bludgeoning damage), very rare
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Applicable Weapons
Name Type Damage Properties
Club Simple Melee 1d4 bludgeoning Light
Greatclub Simple Melee 1d8 bludgeoning Two-handed
Light Hammer Simple Melee 1d4 bludgeoning Light, thrown (range 20/60)
Mace Simple Melee 1d6 bludgeoning —
Quarterstaff Simple Melee 1d6 bludgeoning Versatile (1d8)
Name Type Damage Properties
Boomerang Simple Ranged 1d4 bludgeoning Thrown (range 20/60)
Sling Simple Ranged 1d4 bludgeoning Ammunition (range 30/120)
Name Type Damage Properties
Flail Martial Melee 1d8 bludgeoning —
Maul Martial Melee 2d6 bludgeoning Heavy, two-handed
Warhammer Martial Melee 1d8 bludgeoning Versatile (1d10)
Name Type Damage Properties
Net Martial Ranged — Special, thrown (range 5/15)
Hoopak (Ranged) Martial Ranged 1d6 piercing (melee) or 1d4 bludgeoning (ranged) Ammunition (range 40/160), finesse, special, two-handed

Frostbrand Scimitar very_rare DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
☐ Gauntlets of Ogre Power uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

☐ Gigantic Great Axe +2 common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Greataxe +2 common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Half-Plate +2 rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show