Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Spell Scroll: Identify uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. * - (a pearl worth at least 100 gp and an owl feather)

☐ Spell Scroll: False Life uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

☐ Spell Scroll: Dispel Magic uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

☐ Battleaxe +1 uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

☐ Spell Scroll: Detect Magic uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

☐ Spell Scroll: Cure Wounds uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

☐ Potion of Greater Healing uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault 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

☐ Potion of Animal Friendship uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

☐ Potion of Fire Resistance uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.

☐ Potion of Poison Resistance uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.

☐ Potion of Water Breathing uncommon DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

☐ 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.

☐ Any Rare Item rare DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
☐ Any Rare Item rare DDHC-KGV-07 - Axe from the Grave DDHC-KGV-07 - Axe from the Grave Show
☐ 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.

☐ 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

☐ 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

☐ 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.

☐ 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.