Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Mithral Armor (Half-Plate)
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Armor (medium or heavy, but not hide), 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.
☐ Dust of Disappearence
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous Item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
☐ Reveler’s Concertina
rare
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous Item, rare (requires attunement by a bard)
While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.
As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
☐ Rhythm-Maker’s Drum +1
uncommon
Starting Play at Level 5, season 13
Starting Play at Level 5, season 13
Show
Notes:
Wondrous Item, varies (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Rhythm-Maker’s Drum +2
rare
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Wondrous Item, varies (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Potion of Healing
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Scroll of Magic Weapon
common
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
☐ Potion of Hill Giant Strength
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Potion, varies
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
Type of Giant Strength Rarity
Potion of Hill Giant Strength 21 Uncommon
Potion of Frost Giant Strength 23 Rare
Potion of Stone Giant Strength 23 Rare
Potion of Fire Giant Strength 25 Rare
Potion of Cloud Giant Strength 27 Very Rare
Potion of Storm Giant Strength 29 Legendary
☐ Healer's Kit
common
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
☐ Dust of Disappearance
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Wondrous Item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
☐ Stone of Good Luck (Luckstone)
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐ Driftglobe
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Wondrous Item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an 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.
☐ Boots of Striding and Springing
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
☐ Necklace of Fireballs (7 Beads)
rare
DDHC-KGV-06 - Masterpiece Imbroglio
DDHC-KGV-06 - Masterpiece Imbroglio
Show
Notes:
Necklace of Fireballs 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.
☐ Necklace of Prayer Beads (Bless, Lessor Restoration, Greater Restoration, Wind Walk)
rare
DDHC-KGV-06 - Masterpiece Imbroglio
DDHC-KGV-06 - Masterpiece Imbroglio
Show
Notes:
blessing, curing, favor, and wind walking Necklace of Prayer Beads 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. 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
☐ Sending Stones
uncommon
DDHC-KGV-06 - Masterpiece Imbroglio
DDHC-KGV-06 - Masterpiece Imbroglio
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
☐ Any Rare Item
rare
DDHC-KGV-07 - Axe from the Grave
DDHC-KGV-07 - Axe from the Grave
Show
☐ Dragon Slayer (Rapier)
rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Trade Log
Show
Notes:
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
☐ Any Rare Item
rare
DDHC-KGV-08 - Vidorant's Vault
DDHC-KGV-08 - Vidorant's Vault
Show
☐ Spell Scroll: Charm Person
uncommon
DDHC-KGV-08 - Vidorant's Vault
DDHC-KGV-08 - Vidorant's Vault
Show
Notes:
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Mithral Armor (Half-Plate) | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Armor (medium or heavy, but not hide), 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. |
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| ☐ Dust of Disappearence | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous Item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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| ☐ Reveler’s Concertina | rare | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a bard) While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. |
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| ☐ Rhythm-Maker’s Drum +1 | uncommon | Starting Play at Level 5, season 13 | Starting Play at Level 5, season 13 | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. RARITY BONUS |
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| ☐ Rhythm-Maker’s Drum +2 | rare | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. RARITY BONUS |
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| ☐ Potion of Healing | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Scroll of Magic Weapon | common | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
| ☐ Potion of Hill Giant Strength | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Potion, varies This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity |
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| ☐ Healer's Kit | common | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. |
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| ☐ Dust of Disappearance | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Stone of Good Luck (Luckstone) | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Driftglobe | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Wondrous Item, uncommon You can speak another command word as an 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. |
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| ☐ Boots of Striding and Springing | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Necklace of Fireballs (7 Beads) | rare | DDHC-KGV-06 - Masterpiece Imbroglio | DDHC-KGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
Necklace of Fireballs 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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| ☐ Necklace of Prayer Beads (Bless, Lessor Restoration, Greater Restoration, Wind Walk) | rare | DDHC-KGV-06 - Masterpiece Imbroglio | DDHC-KGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
blessing, curing, favor, and wind walking Necklace of Prayer Beads 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. 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 |
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| ☐ Sending Stones | uncommon | DDHC-KGV-06 - Masterpiece Imbroglio | DDHC-KGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
Wondrous Item, uncommon Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| ☐ Any Rare Item | rare | DDHC-KGV-07 - Axe from the Grave | DDHC-KGV-07 - Axe from the Grave | Show | ||
| ☐ Dragon Slayer (Rapier) | rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Trade Log | Show | ||
|
Notes:
Weapon (any sword), rare When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. |
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| ☐ Any Rare Item | rare | DDHC-KGV-08 - Vidorant's Vault | DDHC-KGV-08 - Vidorant's Vault | Show | ||
| ☐ Spell Scroll: Charm Person | uncommon | DDHC-KGV-08 - Vidorant's Vault | DDHC-KGV-08 - Vidorant's Vault | Show | ||
|
Notes:
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
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