Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Handaxe +1
uncommon
Stolen from the Archeology Display in the Varkenbluff Museum
DDHC-KftGV-01 The Murkmire Malevolence
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bag of Holding
uncommon
Mission reward from Dr. Cassee Dannell
DDHC-KftGV-01 The Murkmire Malevolence
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 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.
Dagger +1
uncommon
Stolen from the Archeology Display in the Varkenbluff Museum
DDHC-KftGV-01 The Murkmire Malevolence
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Goggles of Night
uncommon
Received by trade
Trade Log
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Staff of Charming
rare
Temple of Imix
DDEX2-2 Embers of Elmwood
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Boots of Elvenkind
uncommon
Found on an elf body after awakened tree encounter
DDAL04-6 The Ghost
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.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Handaxe +1 | uncommon | Stolen from the Archeology Display in the Varkenbluff Museum | DDHC-KftGV-01 The Murkmire Malevolence | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
Bag of Holding | uncommon | Mission reward from Dr. Cassee Dannell | DDHC-KftGV-01 The Murkmire Malevolence | 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 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. |
||||||
Dagger +1 | uncommon | Stolen from the Archeology Display in the Varkenbluff Museum | DDHC-KftGV-01 The Murkmire Malevolence | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
Goggles of Night | uncommon | Received by trade | Trade Log | Show | ||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
||||||
Staff of Charming | rare | Temple of Imix | DDEX2-2 Embers of Elmwood | Show | ||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
||||||
Boots of Elvenkind | uncommon | Found on an elf body after awakened tree encounter | DDAL04-6 The Ghost | 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. |