Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Bag of Holding
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros
Trade Log
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Notes:
Bag of Holding
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 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.
Astromancy Archive
rare
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
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Notes:
Astromancy Archive
Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Arrk's Greatsword (Greatsword +1)
uncommon
CCC-GLIP-0101 Glip Dak
Trade Log
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Notes:
Arrk's Greatsword (Greatsword +1)
Weapon (greatsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bag of Holding | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros | Trade Log | Show | ||
|
Notes:
Bag of Holding 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. |
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| Astromancy Archive | rare | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
|
Notes:
Astromancy Archive This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |
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| Arrk's Greatsword (Greatsword +1) | uncommon | CCC-GLIP-0101 Glip Dak | Trade Log | Show | ||
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Notes:
Arrk's Greatsword (Greatsword +1) |
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