Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ +1 Battleaxe uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 longbow uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 Ring of Protection rare Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection Show
☐ +1 Shield uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 Wand of the War Mage uncommon Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection Show
☐ +1 Warhammer uncommon Against the Giants-Hall of the Fire Giant King Show
Animated Shield common DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
☐ Araelathila (Elven Thrower) very_rare FR-DC-LIGA-01 - Wyrmwell Flame FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Weapon (spear), very rare (requires attunement by a Elf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Arrow Catching Shield rare Trade Log Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Arrow-Catching Shield rare 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:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Arrow of Giant Slaying common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Arrows +1 (20) common Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Bag of Holding uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Bag of Holding uncommon DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme Show
Notes:

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

☐ Bag of Tricks (Rust) uncommon CCC-BMG-MOON15-3 Fallen Wonder CCC-BMG-MOON15-3 Fallen Wonder Show
Notes:

Bag of Tricks (Rust)
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag,
however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an 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 a d8 and consulting the
table that corresponds to the bag's color. Thecreature vanishes at the next dawn or when it is
reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.

Roll 1d8: 1-Rat. 2-Owl. 3-Mastiff. 4-Goat. 5- Giant Goat. 6-Giant Boar. 7-Lion. 8-Brown Bear.
This simple bag made from rust cloth is embroidered with silken threads, showcasing
the insignia of a wizard long forgotten. Though it appears to be empty, a keen ear held near the
drawstring reveals the soft murmur of creatures within. This item is found in the Dungeon Master’s
Guide.

☐ Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) common FR-DC-LIGA-01 - Wyrmwell Flame FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty.

☐ Bloodwell Vial +3 very_rare DDHC-KGV 13 Fire and Darkness 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

☐ Bolt of Blinding very_rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target,

☐ Bolt of Holding very_rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target

☐ 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.