Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Ring of Regeneration very_rare Against the Giants-Hall of the Fire Giant King Trade Log Show
☐ 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.

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

☐ Any Rare Item rare DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
☐ 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

☐ Any Rare Item rare DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ 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.

☐ Scale Mail +1 rare DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Armor (light, medium, or heavy), rare
You have a +1 bonus to AC while wearing this armor.

☐ Horn of Valhalla (Silver) rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Silver Horn of Valhalla
Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

☐ Any Rare Item rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
☐ Brazier of Commanding Fire Elementals rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
☐ 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.

☐ 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.

☐ 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.

☐ 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.

☐ Oil of Slipperiness uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show