Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ (R) Necklace of Fireballs (8 Charges)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3 (8) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Ring of Mind Shielding
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
☐ (R) Folding Boat
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
🗹 (R) Eagle Whistle
rare
DDHC-TYP Hidden Shrine of Tamoachan
Assign Service Reward
Show
Notes:
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
☐ (R) Dragon Scale Mail (Red)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R) Dimensional Shackles
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
☐ (R) Chain Mail +1
rare
Trade Log
Show
☐ (R/AT) Wand of Lightning Bolts
rare
DDAL08-09 - Fangs and Frogs
DDAL08-09 - Fangs and Frogs
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
☐ (R/AT) Wand of Fireballs
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword)
rare
DDAL00-02D Echoes of the Weeping War
DDAL00-02D Echoes of the Weeping War
Show
Notes:
Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
☐ (R/AT) The Red Death (Guardian Boots of Speed)
rare
WBW-DC-VMT-02 Court of the Owl King
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide.
These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves.
Guardian Property: When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:
Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”
☐ (R/AT) Rod of the Pact Keeper +2
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
☐ (R/AT) Ring of Spell Storing
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ (R/AT) Ring of Fire Fire Resistance
rare
DDAL08-08 - Crypt of the Dark Kiss
DDAL08-08 - Crypt of the Dark Kiss
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This simple ring of twisted brass wire is warm to the touch.
🗹 (R/AT) Necklace of Prayer Beads (2, 3, 7, 10, 13, 20)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
2x Blessing
2x Curing
1x Favor
1x Wind walking
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure Wounds (2nd level) or Lesser Restoration
13-16 Favor Greater Restoration
17-18 Smiting Branding Smite
19 Summons Planar Ally
20 Wind walking Wind Walk
☐ (R/AT) Moon Sickle +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
☐ (R/AT) Longbow of Conflagration
rare
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Weapon (Longbow) , rare (requires attunement)
Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Minor Property
Harmonious. Attuning to this item takes only 1 minute.
"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.
☐ (R/AT) Gem of Seeing
rare
SJ-DC HIPS Hiding in Plain Sight
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
☐ (R/AT) Flame Tongue Longsword
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R/AT) Flame Tongue Greatsword
rare
Storm King's Thunder - Chapter 8: Forge of the Fire Giants
Assign Service Reward
Show
Notes:
Weapon (Greatsword), rare (requires attunement)
You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword.
Name ▼ | Rarity | Location | Table | Result | Source | |
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☐ (R) Necklace of Fireballs (8 Charges) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
Notes:
Wondrous item, rare This necklace has 1d6 + 3 (8) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Ring of Mind Shielding | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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☐ (R) Folding Boat | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous Item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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🗹 (R) Eagle Whistle | rare | DDHC-TYP Hidden Shrine of Tamoachan | Assign Service Reward | Show | ||
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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☐ (R) Dragon Scale Mail (Red) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (R) Dimensional Shackles | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
Notes:
Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
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☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
☐ (R/AT) Wand of Lightning Bolts | rare | DDAL08-09 - Fangs and Frogs | DDAL08-09 - Fangs and Frogs | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |
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☐ (R/AT) Wand of Fireballs | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword) | rare | DDAL00-02D Echoes of the Weeping War | DDAL00-02D Echoes of the Weeping War | Show | ||
Notes:
Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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☐ (R/AT) The Red Death (Guardian Boots of Speed) | rare | WBW-DC-VMT-02 Court of the Owl King | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. Guardian Property: When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated: Flavour Text: |
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☐ (R/AT) Rod of the Pact Keeper +2 | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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☐ (R/AT) Ring of Fire Fire Resistance | rare | DDAL08-08 - Crypt of the Dark Kiss | DDAL08-08 - Crypt of the Dark Kiss | Show | ||
Notes:
Ring, rare (requires attunement) You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This simple ring of twisted brass wire is warm to the touch. |
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🗹 (R/AT) Necklace of Prayer Beads (2, 3, 7, 10, 13, 20) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 2x Blessing d20 Bead of ... Spell |
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☐ (R/AT) Moon Sickle +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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☐ (R/AT) Longbow of Conflagration | rare | FR-DC-RAY-07 Green Lady's Lament | Show | |||
Notes:
Weapon (Longbow) , rare (requires attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Minor Property |
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☐ (R/AT) Gem of Seeing | rare | SJ-DC HIPS Hiding in Plain Sight | SJ-DC HIPS Hiding in Plain Sight | Show | ||
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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☐ (R/AT) Flame Tongue Longsword | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (R/AT) Flame Tongue Greatsword | rare | Storm King's Thunder - Chapter 8: Forge of the Fire Giants | Assign Service Reward | Show | ||
Notes:
Weapon (Greatsword), rare (requires attunement) You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword. |