Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Mithral Armor (Chainmail)
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Notes:
Heavy armor, uncommon
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.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Rod of the Pact Keeper +2
common
DDHC-KGV - Keys from the Golden Vault (Chapter 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.
Wand of Magic Missiles
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.
Amulet of the Devout +2
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Lover's Bite (Nine Lives Stealer Longsword, 8 Charges)
very_rare
Trade Log
Show
Staff of Withering
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a Cleric, Druid, or Warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat
Ring of Fire Resistance
rare
DDAL08-08 Crypt of the Dark Kiss
Show
First Blood (Heavy Crossbow, +2 with Guardian Property)
rare
SJ-D-TBS-04 (Playtest)
Show
Notes:
Martial Ranged Weapon, rare
Flavor:
This crossbow’s frame is crafted from sturdy darkwood and gold. Its edges are adorned with elaborate carvings of war. It yearns for blood!
Dagger of Venom
rare
DDAL05-17 Hartkiller’s Horn
Show
Notes:
weapon (dagger), rare, simple weapon, melee weapon, major tier
Value/Weight: 1 lb.
Details: 1d4 piercing - finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Finesse.
When making an attack with a finesse weapon, you 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.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
Moon Sickle +1
uncommon
DDAL-DRW-10 Unsafe "Harborage"
Show
Ring of X-Ray Vision
rare
DDAL-DRW-10 Unsafe "Harborage"
Show
Velahr’Kerym (Flame-Tongue Longsword)
rare
Trade Log
Show
Wand of Winter
rare
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
Wand, rare (requires attunement)
This wand looks and feels like an icicle.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
The Shroud of the Mourning Warrior (Scale Mail +1)
rare
DDAL05-13 Jarl Rising
Show
Notes:
Armor, rare (druid friendly). Flavor: This suit of scale armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.
Stygian Scale Mail (Smoldering Armor)
common
CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1
Show
Notes:
Armor (scale mail), common
This light blue, ice like armor with closed helm included is light but durable. When exposed to the air, the humidity around the armor condenses into tiny droplets, becoming visible wisps of mist-like vapor.
A copy of the Nightsong Clan’s infernal contract is engraved all over the armor, reminding its wearer to search for the soul of Rem Nightsong and bring it to the Nine Hells.
This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything.
Bulkawa’s Benevolence (Staff of the Python)
uncommon
CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone.
Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail.
Qhizalt's Portable Hole
rare
CCC-COS-01 The Only Way to be Sure
Show
Notes:
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. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.
Tome of Understanding
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
Staff of Frost
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
Wand of Secrets
uncommon
DDHC-CoS-Ch-13 The Amber Temple
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Mithral Armor (Chainmail) | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Heavy armor, uncommon 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. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. |
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Rod of the Pact Keeper +2 | common | DDHC-KGV - Keys from the Golden Vault (Chapter 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. |
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Wand of Magic Missiles | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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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Amulet of the Devout +2 | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Lover's Bite (Nine Lives Stealer Longsword, 8 Charges) | very_rare | Trade Log | Show | |||
Staff of Withering | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a Cleric, Druid, or Warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat |
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Ring of Fire Resistance | rare | DDAL08-08 Crypt of the Dark Kiss | Show | |||
First Blood (Heavy Crossbow, +2 with Guardian Property) | rare | SJ-D-TBS-04 (Playtest) | Show | |||
Notes:
Martial Ranged Weapon, rare |
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Dagger of Venom | rare | DDAL05-17 Hartkiller’s Horn | Show | |||
Notes:
weapon (dagger), rare, simple weapon, melee weapon, major tier Value/Weight: 1 lb. Details: 1d4 piercing - finesse, light, thrown (20/60 ft.) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. |
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Moon Sickle +1 | uncommon | DDAL-DRW-10 Unsafe "Harborage" | Show | |||
Ring of X-Ray Vision | rare | DDAL-DRW-10 Unsafe "Harborage" | Show | |||
Velahr’Kerym (Flame-Tongue Longsword) | rare | Trade Log | Show | |||
Wand of Winter | rare | DDAL-DRW12 To Walk the Cold Dark | Show | |||
Notes:
Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. |
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The Shroud of the Mourning Warrior (Scale Mail +1) | rare | DDAL05-13 Jarl Rising | Show | |||
Notes:
Armor, rare (druid friendly). Flavor: This suit of scale armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer. |
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Stygian Scale Mail (Smoldering Armor) | common | CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1 | Show | |||
Notes:
Armor (scale mail), common This light blue, ice like armor with closed helm included is light but durable. When exposed to the air, the humidity around the armor condenses into tiny droplets, becoming visible wisps of mist-like vapor. This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything. |
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Bulkawa’s Benevolence (Staff of the Python) | uncommon | CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1 | Show | |||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone. |
||||||
Qhizalt's Portable Hole | rare | CCC-COS-01 The Only Way to be Sure | Show | |||
Notes:
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. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. |
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Tome of Understanding | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Staff of Frost | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Wand of Secrets | uncommon | DDHC-CoS-Ch-13 The Amber Temple | Show |