Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ BattleAxe +1 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:

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

Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lbs Versatile (1d10)

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

☐ Deck of Illusion 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 box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

☐ Plate Armor +1 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:

You have a +1 bonus to AC while wearing this armor.

☐ Night Caller uncommon DDHC-The Sunless Citadel-The Citadel DDHC-The Sunless Citadel-The Citadel Show
Notes:

Night Caller
Wondrous item, uncommon

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

☐ Bolts +1 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:

You have +1 to attack and damage rolls when using this item.

☐ Boots of the Winterlands 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:

Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

☐ Potion of Greater Healing x2 uncommon CCC_ROZK-01 Binder's Torment CCC_ROZK-01 Binder's Torment Show
Notes:

Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Notes: Bonus: Hit Points, Healing, Consumable

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

Wonderous Item, Uncommon (Requires Attunement)
These dark-red bracers with golden trim bear the seal of
Candlekeep’s Gatewarden.
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.

☐ Shield +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:

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.

☐ Bracers of Defense uncommon DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
☐ Potion of Poison 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:

Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion like a potion of resistance. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

☐ Flail +1 uncommon Renown Item Renown and Faction Items Show
☐ Warhammer +1 (Giant Sized) 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:

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

☐ Mariner's Armor uncommon DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Potion of Water Breathing 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:

Potion, uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

☐ Pearl of Power uncommon DDAL-DRW-13 Night Thieves DDAL-DRW-13 Night Thieves Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a
Spellcaster)
This large freshwater pearl is set into a golden button.
While this pearl is on your person, you can use an action
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use

☐ Scroll of Protection (Fiends) 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
☐ Potion of Heroism rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Potion, Rare
For 1 hour after drinking it, you gain 10 temporary hit
points that last for 1 hour. For the same duration, you
are under the effect of the bless spell (no concentration
required). This blue potion bubbles and steams as
if boiling.

☐ Mantle of Spell Resistance rare DDAL-DRW-11 Shadows In The Stacks DDAL-DRW-11 Shadows In The Stacks Show
Notes:

Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless
night sky. You have advantage on saving throws against spells while
you wear this cloak.

☐ Arrow-Catching Shield rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Armor (Shield), Rare (Requires Attunement)
This gold-trimmed red shield is emblazoned with
Candlekeep’s coat of arms.
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.