Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Dagger +1 uncommon DDHC-KGV-01 - The Murkmire Malevolence Trade Log Show
☐ 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

☐ 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

☐ 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

☐ 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.

☐ 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.

☐ 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.

☐ 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.

☐ 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.

☐ Rod of the Pact Keeper +2 rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-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.

☐ Dimensional Shackles rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Dimensional Shackles
Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

☐ 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

☐ The Cli Lyre rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Instrument of the Bards

Wondrous Item, varies (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.

Cli lyre

Rare

Stone shape, wall of fire, wind wall

☐ Potion of Gaseous Form rare DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
Notes:

Potion, rare
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

☐ Brazier of Commanding Fire Elementals rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
☐ 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.

☐ Rapier +1 rare DDHC-KGV-02 The Stygian Gambit DDHC-KGV-02 The Stygian Gambit Show