Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ +1 Ring of Protection
rare
Faction Item
Renown and Faction Items
Show
☐ +3 Glaive
very_rare
DDAL05-18 The Mysterious Isle
DDAL05-18 The Mysterious Isle
Show
☐ Ammunition +1
uncommon
DDAL-DRW-09 Vile Bounty
5
DDAL-DRW-09 Vile Bounty
Show
Notes:
Weapon (crossbow bolt), uncommon
These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.” You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
☐ Amulet of Health
rare
DDAL-DRW-09 Vile Bounty
5
DDAL-DRW-09 Vile Bounty
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
☐ Armor of Vulnerability (bludgeoning)
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:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ 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.
☐ Arrow of Dragon Slaying
very_rare
PO-BK-02-10 A Grim and Ravenous Arrival
PO-BK-02-10 A Grim and Ravenous Arrival
Show
Notes:
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
☐ 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 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
common
Purchase Log
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.
☐ 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.
☐ Belt of Stone Giant Strength
very_rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
☐ Belt of Storm Giant Strength
legendary
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
Notes:
Wondrous Item, varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Type Strength Rarity
Belt of Hill Giant Strength 21 Rare
Belt of Frost Giant Strength 23 Very Rare
Belt of Stone Giant Strength 23 Very Rare
Belt of Fire Giant Strength 25 Very Rare
Belt of Cloud Giant Strength 27 Legendary
Belt of Storm Giant Strength 29 Legendary
☐ 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.
☐ 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.
☐ Bracers of Defense
uncommon
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
☐ Cape of Montebank
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:
Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
☐ Chain Mail +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 AC while wearing this armor.
☐ Cubic Gate
legendary
PO-BK-02-10 A Grim and Ravenous Arrival
PO-BK-02-10 A Grim and Ravenous Arrival
Show
Notes:
Wondrous Item, legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
☐ 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)
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ +1 Ring of Protection | rare | Faction Item | Renown and Faction Items | Show | ||
| ☐ +3 Glaive | very_rare | DDAL05-18 The Mysterious Isle | DDAL05-18 The Mysterious Isle | Show | ||
| ☐ Ammunition +1 | uncommon | DDAL-DRW-09 Vile Bounty | 5 | DDAL-DRW-09 Vile Bounty | Show | |
|
Notes:
Weapon (crossbow bolt), uncommon |
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| ☐ Amulet of Health | rare | DDAL-DRW-09 Vile Bounty | 5 | DDAL-DRW-09 Vile Bounty | Show | |
|
Notes:
Wondrous item, rare (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |
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| ☐ Armor of Vulnerability (bludgeoning) | 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:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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| ☐ 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) |
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| ☐ Arrow of Dragon Slaying | very_rare | PO-BK-02-10 A Grim and Ravenous Arrival | PO-BK-02-10 A Grim and Ravenous Arrival | Show | ||
|
Notes:
Weapon (arrow), very rare Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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| ☐ 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 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. |
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| ☐ Bag of Holding | common | Purchase Log | Show | |||
|
Notes:
Wondrous Item, uncommon 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. |
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| ☐ 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 You have +1 to attack and damage rolls with this weapon. |
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| ☐ Belt of Stone Giant Strength | very_rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
| ☐ Belt of Storm Giant Strength | legendary | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement) Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Type Strength Rarity |
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| ☐ 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. |
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| ☐ 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) You have resistance to cold damage. |
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| ☐ 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) |
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| ☐ Bracers of Defense | uncommon | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
| ☐ Cape of Montebank | 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:
Wondrous Item, rare When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |
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| ☐ Chain Mail +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 AC while wearing this armor. |
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| ☐ Cubic Gate | legendary | PO-BK-02-10 A Grim and Ravenous Arrival | PO-BK-02-10 A Grim and Ravenous Arrival | Show | ||
|
Notes:
Wondrous Item, legendary You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. |
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| ☐ 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 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 |
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