Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Bloodwell Vial +2
rare
DDHC-KGV-12 - Party at Paliset Hall
DDHC-KGV-12 - Party at Paliset Hall
Show
Notes:
Wondrous Item, varies (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ 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.
☐ 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
☐ Potion of Greater Healing
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Potion of Greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
☐ Mithral Armor (Chainmail)
common
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
☐ Dimensional Shackles
common
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.
☐ Wand of Magic Missiles
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
☐ Potion of Fire Resistance Potion
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.
☐ Bloodwell Vial +2
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
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.
☐ Potion of Gaseous Form
rare
DDEX1-13 Pool of Radiance Resurgent
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Potion, rare
This potion’s container seems to hold fog that moves and pours like water. A description of this item can be found in the Dungeon Master’s Guide.
☐ Potion of Greater Healing
uncommon
DDEX1-13 Pool of Radiance Resurgent
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Potion, uncommon
This potion’s red liquid glimmers when agitated. A description of this item can be found in the Dungeon Master’s Guide.
☐ Mantle of Spell Resistance
rare
DDEX1-13 Pool of Radiance Resurgent
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Wondrous item, rare (requires attunement)
This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect. A description of this item can be found in the Dungeon Master’s Guide.
☐ Moonsea Cults
common
DDEX1-13 Pool of Radiance Resurgent
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region.
☐ Spell Scroll: Dispel Magic
uncommon
DDEX1-13 Pool of Radiance Resurgent
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Scroll, uncommon
A description of this item can be found in the Dungeon Master’s Guide, and the spell is found in the Player’s Handbook.
☐ Spell Scroll of Dispel Magic
uncommon
DDEX1-11 Dark Pyramid of Sorcerers Isle
DDEX1-11 Dark Pyramid of Sorcerers Isle
Show
☐ Rorreth the Red Wizard's spell book
rare
DDEX1-11 Dark Pyramid of Sorcerers Isle
DDEX1-11 Dark Pyramid of Sorcerers Isle
Show
Notes:
Rorreth the red wizard's spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.
1st level: false life, mage armor, magic missile, shield
2nd level: invisibility, misty step, web
3rd level: animate dead, fireball, remove curse
4th level: ice storm, stoneskin
5th level: cloudkill, hold monster
☐ Spell Scroll of Gaseous Form
uncommon
DDEX1-11 Dark Pyramid of Sorcerers Isle
DDEX1-11 Dark Pyramid of Sorcerers Isle
Show
☐ Dragonborn Mage Spellbook
rare
DDEX1-11 Dark Pyramid of Sorcerers Isle
DDEX1-11 Dark Pyramid of Sorcerers Isle
Show
Notes:
The dragonborn mage’s spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.
1st level: detect magic, mage armor, magic missile, shield
2nd level: invisibility, mirror image
3rd level: haste, fireball, fly
4th level: Evard's black tentacles, polymorph
5th level: cone of cold, Bigby's hand
☐ Potion of Healing
uncommon
DDEX1-11 Dark Pyramid of Sorcerers Isle
DDEX1-11 Dark Pyramid of Sorcerers Isle
Show
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Bloodwell Vial +2 | rare | DDHC-KGV-12 - Party at Paliset Hall | DDHC-KGV-12 - Party at Paliset Hall | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a sorcerer) In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. RARITY BONUS |
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| ☐ 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. |
||||||
| ☐ 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 |
||||||
| ☐ Potion of Greater Healing | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
|
Notes:
Potion of Greater Healing Potion, uncommon You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. |
||||||
| ☐ Mithral Armor (Chainmail) | common | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
|
Notes:
Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
||||||
| ☐ Dimensional Shackles | common | 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. |
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| ☐ Wand of Magic Missiles | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
|
Notes:
Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| ☐ Potion of Fire Resistance Potion | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
|
Notes:
Potion of Fire Resistance Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. |
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| ☐ Bloodwell Vial +2 | rare | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | 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. |
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| ☐ Potion of Gaseous Form | rare | DDEX1-13 Pool of Radiance Resurgent | DDEX1-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Greater Healing | uncommon | DDEX1-13 Pool of Radiance Resurgent | DDEX1-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Potion, uncommon |
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| ☐ Mantle of Spell Resistance | rare | DDEX1-13 Pool of Radiance Resurgent | DDEX1-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
||||||
| ☐ Moonsea Cults | common | DDEX1-13 Pool of Radiance Resurgent | DDEX1-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region. |
||||||
| ☐ Spell Scroll: Dispel Magic | uncommon | DDEX1-13 Pool of Radiance Resurgent | DDEX1-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Scroll, uncommon |
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| ☐ Spell Scroll of Dispel Magic | uncommon | DDEX1-11 Dark Pyramid of Sorcerers Isle | DDEX1-11 Dark Pyramid of Sorcerers Isle | Show | ||
| ☐ Rorreth the Red Wizard's spell book | rare | DDEX1-11 Dark Pyramid of Sorcerers Isle | DDEX1-11 Dark Pyramid of Sorcerers Isle | Show | ||
|
Notes:
Rorreth the red wizard's spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook. 1st level: false life, mage armor, magic missile, shield |
||||||
| ☐ Spell Scroll of Gaseous Form | uncommon | DDEX1-11 Dark Pyramid of Sorcerers Isle | DDEX1-11 Dark Pyramid of Sorcerers Isle | Show | ||
| ☐ Dragonborn Mage Spellbook | rare | DDEX1-11 Dark Pyramid of Sorcerers Isle | DDEX1-11 Dark Pyramid of Sorcerers Isle | Show | ||
|
Notes:
The dragonborn mage’s spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook. 1st level: detect magic, mage armor, magic missile, shield |
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| ☐ Potion of Healing | uncommon | DDEX1-11 Dark Pyramid of Sorcerers Isle | DDEX1-11 Dark Pyramid of Sorcerers Isle | Show | ||