Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Ring of Evasion
rare
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Portfolio des Piktomanten (Arcane Grimoire +3)
common
FR-DC-CHROMA-01 Tortured Artist
FR-DC-CHROMA-01 Tortured Artist
Show
Notes:
"This Portfolio contains a lot of concept art for spells that seem to revolve around painting with magic infused paint. It's a headache to try to decipher it."
Wondrous item, very rare (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Minor Property: Harmonious, Attunement to this Item only takes 1 Minute.
Spells Included:
• 1st level: detect magic, identify, mage armor, magic missile
• 2nd level: detect thoughts, mirror image, misty step
• 3rd level: counterspell,fly, lightning bolt
• 4th level: banishment, fire shield, stoneskin
• 5th level: cone of cold, scrying, wall of force
• 6th level: globe of invulnerability
• 7th level: teleport
• 8th level: mind blank*
• 9th level: time stop
Portable Hole
rare
DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
Show
Notes:
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Necklace of Fireballs
rare
Keys from the Golden Vault - Heart of Ashes
Keys from the Golden Vault - Heart of Ashes #2
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3 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.
Mithral Half Plate
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Medium armor, uncommon
40 lb.
AC 15 + Dex (max 2)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Mithral Chain Mail
common
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Heavy armor (chain mail), uncommon
55 lb.
AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Mindguard Crown
very_rare
DDHC-PaBTSO
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous Item, Very Rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Mace of Terror
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Knave's Eye Patch
rare
DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Horseshoes of Speed
rare
DDHC-WDH Waterdeep: Dragon Heist Chapter 3: Fireballs
DDHC-WDH Waterdeep: Dragon Heist Ch. 2: Faction Missions & Chapter 3: Fireballs
Show
Notes:
Wondrous item, rare
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.
While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
Helm of Comprehending Languages
uncommon
D&D Adventurers League Service Awards 2025v2
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
Hat of Disguise
uncommon
DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Gold Dragon Scale Mail
very_rare
Keys from the Golden Vault - Heart of Ashes
Keys from the Golden Vault - Heart of Ashes #2
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Gloves of Thievery
uncommon
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Folding Boat
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare
4 lb.
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 a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat folds back into a box if 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.
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.
Statistics for the Rowboat and Keelboat appear in the Player's Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Flame Tongue Longsword
rare
Keys from the Golden Vault - Heart of Ashes
Keys from the Golden Vault - Heart of Ashes #2
Show
Notes:
Weapon (longsword), 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.
Dagger of Warning
uncommon
KftGV - Reach for the Stars (GV Reward)
KftGV - Reach for the Stars
Show
Notes:
Weapon, uncommon (requires attunement)
Simple weapon, melee weapon
1 lb.
1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Cracked Driftglobe
uncommon
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
Show
Notes:
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
A cracked driftglobe that emits a flickering light but otherwise functions normally
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Evasion | rare | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Portfolio des Piktomanten (Arcane Grimoire +3) | common | FR-DC-CHROMA-01 Tortured Artist | FR-DC-CHROMA-01 Tortured Artist | Show | ||
|
Notes:
"This Portfolio contains a lot of concept art for spells that seem to revolve around painting with magic infused paint. It's a headache to try to decipher it." Wondrous item, very rare (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Minor Property: Harmonious, Attunement to this Item only takes 1 Minute. Spells Included: • 1st level: detect magic, identify, mage armor, magic missile |
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| Portable Hole | rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
|
Notes:
Wondrous item, rare You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in 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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| Necklace of Fireballs | rare | Keys from the Golden Vault - Heart of Ashes | Keys from the Golden Vault - Heart of Ashes #2 | Show | ||
|
Notes:
Wondrous item, rare This necklace has 1d6 + 3 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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| Mithral Half Plate | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Medium armor, uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Mithral Chain Mail | common | DDHC-DotMM-18 Dungeon Level 18 | Show | |||
|
Notes:
Heavy armor (chain mail), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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| Mindguard Crown | very_rare | DDHC-PaBTSO | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. |
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| Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous Item, Very Rare |
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| Mace of Terror | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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| Knave's Eye Patch | rare | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) You have advantage on Wisdom (Perception) checks that rely on sight. |
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| Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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| Horseshoes of Speed | rare | DDHC-WDH Waterdeep: Dragon Heist Chapter 3: Fireballs | DDHC-WDH Waterdeep: Dragon Heist Ch. 2: Faction Missions & Chapter 3: Fireballs | Show | ||
|
Notes:
Wondrous item, rare While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet. |
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| Helm of Comprehending Languages | uncommon | D&D Adventurers League Service Awards 2025v2 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Hat of Disguise | uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Gold Dragon Scale Mail | very_rare | Keys from the Golden Vault - Heart of Ashes | Keys from the Golden Vault - Heart of Ashes #2 | Show | ||
|
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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| Gloves of Thievery | uncommon | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Folding Boat | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if 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. 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. Statistics for the Rowboat and Keelboat appear in the Player's Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed. |
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| Flame Tongue Longsword | rare | Keys from the Golden Vault - Heart of Ashes | Keys from the Golden Vault - Heart of Ashes #2 | Show | ||
|
Notes:
Weapon (longsword), 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. |
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| Dagger of Warning | uncommon | KftGV - Reach for the Stars (GV Reward) | KftGV - Reach for the Stars | Show | ||
|
Notes:
Weapon, uncommon (requires attunement) Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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| Cracked Driftglobe | uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
|
Notes:
Wondrous item, uncommon You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. A cracked driftglobe that emits a flickering light but otherwise functions normally |
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