Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Brazier of Commanding Fire Elementals
rare
Audience Chamber
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Figurine of Wonderous Power: Marble Elephant
rare
Traded from Sorsha
Trade Log
Show
Instrument of the Bards (Cli Lyre)
rare
Loot from Efreeti
DDHC-KotGV Fire and Darkness
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
Brazier of Commanding Fire Elementals
rare
Traded from Sorsha
Trade Log
Show
Rope of Entanglement
rare
Looted from an Erinyes
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Auntie Helena’s Wand (Wand of Paralysis)
rare
Traded from Greg Wyrmvalor
Trade Log
Show
Ring of Protection
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Barrier Tattoo (R)
rare
DM Reward
DM Reward: Season 12B - Rare Reward: Barrier Tattoo (R)
Show
Ring of Spell Storing
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Chain Mail +1
rare
Kelpies' Lair
DDHC-TYP-White Plume Mountain
Show
Bracers of Defence
rare
Traded from Raphael Dust
Trade Log
Show
Tome of Leadership and Influence
very_rare
Traded from Noxius Nadarr
Trade Log
Show
Barrier Tattoo (VR)
very_rare
Golden Vault Adventure Reward
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous Item (tattoo), varies (requires attunement)
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
RARITY AC
Very Rare 18
Ring of Telekinesis
very_rare
Arcanoloth
DDHC-KotGV Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Wave / Blackrazor / Whelm
legendary
Adventure Reward
DDHC-TYP-White Plume Mountain
Show
Blessing of Protection
unique
Adventure Reward
DDHC-TYP-White Plume Mountain
Show
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Brazier of Commanding Fire Elementals | rare | Audience Chamber | DDHC-KotGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
||||||
| Figurine of Wonderous Power: Marble Elephant | rare | Traded from Sorsha | Trade Log | Show | ||
| Instrument of the Bards (Cli Lyre) | rare | Loot from Efreeti | DDHC-KotGV Fire and Darkness | 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 |
||||||
| Brazier of Commanding Fire Elementals | rare | Traded from Sorsha | Trade Log | Show | ||
| Rope of Entanglement | rare | Looted from an Erinyes | DDHC-KotGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
||||||
| Auntie Helena’s Wand (Wand of Paralysis) | rare | Traded from Greg Wyrmvalor | Trade Log | Show | ||
| Ring of Protection | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
| Barrier Tattoo (R) | rare | DM Reward | DM Reward: Season 12B - Rare Reward: Barrier Tattoo (R) | Show | ||
| Ring of Spell Storing | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
| Chain Mail +1 | rare | Kelpies' Lair | DDHC-TYP-White Plume Mountain | Show | ||
| Bracers of Defence | rare | Traded from Raphael Dust | Trade Log | Show | ||
| Tome of Leadership and Influence | very_rare | Traded from Noxius Nadarr | Trade Log | Show | ||
| Barrier Tattoo (VR) | very_rare | Golden Vault Adventure Reward | DDHC-KotGV Fire and Darkness | Show | ||
|
Notes:
Wondrous Item (tattoo), varies (requires attunement) Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit. RARITY AC |
||||||
| Ring of Telekinesis | very_rare | Arcanoloth | DDHC-KotGV Fire and Darkness | Show | ||
|
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
||||||
| Wave / Blackrazor / Whelm | legendary | Adventure Reward | DDHC-TYP-White Plume Mountain | Show | ||
| Blessing of Protection | unique | Adventure Reward | DDHC-TYP-White Plume Mountain | Show | ||