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
| 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 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 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) 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 |
||||||
| ☐ 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) 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 |
||||||
| ☐ 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 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 |
||||||
| ☐ 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 |
||||||
| ☐ 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 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 | ||