Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Any Rare Item rare DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Any Rare Item rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
☐ Any Rare Item rare DDHC-KGV-07 - Axe from the Grave DDHC-KGV-07 - Axe from the Grave Show
☐ Any Rare Item rare DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
☐ Bag of Holding uncommon DDHC-KGV-01 - The Murkmire Malevolence DDHC-KGV-01 - The Murkmire Malevolence Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ 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.

☐ 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.

☐ Brazier of Commanding Fire Elementals rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
☐ Broom of Flying uncommon DDHC-KGV-02 The Stygian Gambit DDHC-KGV-02 The Stygian Gambit Show
Notes:

Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

☐ Charlatan Dice common CCC-GHC-BK2-01 Shadows of Rith Keep CCC-GHC-BK2-01 Shadows of Rith Keep Show
Notes:

Whenever you roll this six-sided die, you can control which number it rolls.
This item can be found in Xanathar’s Guide to Everything.

☐ Dagger +1 uncommon DDHC-KGV-01 - The Murkmire Malevolence Trade Log Show
☐ Dagger of Warning uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
Notes:

Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

☐ 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.

☐ Doss Lute uncommon DDHC-CoS Curse of Strahd Trade Log Show
Notes:

Wondrous Item, uncommon (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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison. 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.

☐ 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.

☐ 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.

☐ 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.

☐ 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.

☐ Greatsword +3 very_rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Silvered Greatsword +3
Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

☐ Hat of Disquise uncommon DDAL08-03 Dock Ward Double Cross Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.