Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Bloodwell Vial +2
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
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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.
☐ 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.
☐ Rod of the Pact Keeper +2
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
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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
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.
☐ 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.
☐ 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.
☐ Horn of Valhalla (Silver)
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
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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
☐ Gauntlets of Ogre Power
uncommon
DDHC-KGV-12 - Party at Paliset Hall
DDHC-KGV-12 - Party at Paliset Hall
Show
Notes:
Wondrous Item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
☐ Superior Healing Potion
rare
DDHC-KGV-12 - Party at Paliset Hall
DDHC-KGV-12 - Party at Paliset Hall
Show
Notes:
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
☐ Bloodwell Vial +2
rare
DDHC-KGV-12 - Party at Paliset Hall
DDHC-KGV-12 - Party at Paliset Hall
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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
☐ Ring of Water Walking
common
BMG-MOON-ES-1 - A Drop in the Ocean
BMG-MOON-ES-1 - A Drop in the Ocean
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Notes:
Ring, uncommon
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
This ring is made of unadorned steel with an inscription on the inside: “Hindsight, remembering Oman”.
☐ Warrior's Passkey (Barthounar)
common
PO-BMG-MOON-POB-04 - Something New
PO-BMG-MOON-POB-04 - Something New
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Notes:
Wondrous Item, rare (requires attunement)
Inscribed in the side of this silver key are Dethek Runes that say “Barthounar,” which is Dwarvish for “thunder slash.” When the knock spell is cast from Barthounar, the rumbling sound of thunder faintly echoes after the loud “knock” sound of the spell
This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.
Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
☐ Dwarven Smoldering Armor (Plate)
common
PO-BMG-MOON-POB-04 - Something New
PO-BMG-MOON-POB-04 - Something New
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Notes:
Dwarven Smoldering Armor
Armor (Any Heavy, Medium, or Light), Common
This armor is made from an alloy that combines Rustfire star metal and Rookoath iron. The metal components of this armor have a silver-reddish sheen.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
☐ Spellwrought Tattoo of Locate Object
common
PO-BMG-MOON-POB-04 - Something New
PO-BMG-MOON-POB-04 - Something New
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Notes:
Wondrous Item (tattoo), varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus
2nd Uncommon +3 13 +5
Locate Object
2nd level Divination
Casting Time: Action
Range: Self
Components: V S M (a forked twig)
Duration: Concentration, Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
☐ Spellwrought Tattoo of Clairvoyance
common
PO-BMG-MOON-POB-04 - Something New
PO-BMG-MOON-POB-04 - Something New
Show
Notes:
Spellwrought Tattoo of Clairvoyance
Wondrous Item (tattoo), varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus
3rd Uncommon +4 15 +7
Clairvoyance
3rd level Divination
Casting Time: 10 minutes
Range: 1 mile
Components: V S M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, Up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
☐ Lantern of Revealing
uncommon
CCC-MALTH-001 Selûne's Tear
CCC-MALTH-001 Selûne's Tear
Show
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Bloodwell Vial +2 | rare | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
| ☐ 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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| ☐ 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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| ☐ 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. |
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| ☐ 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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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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 |
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| ☐ Gauntlets of Ogre Power | uncommon | DDHC-KGV-12 - Party at Paliset Hall | DDHC-KGV-12 - Party at Paliset Hall | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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| ☐ Superior Healing Potion | rare | DDHC-KGV-12 - Party at Paliset Hall | DDHC-KGV-12 - Party at Paliset Hall | Show | ||
|
Notes:
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 |
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| ☐ 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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| ☐ Ring of Water Walking | common | BMG-MOON-ES-1 - A Drop in the Ocean | BMG-MOON-ES-1 - A Drop in the Ocean | Show | ||
|
Notes:
Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. This ring is made of unadorned steel with an inscription on the inside: “Hindsight, remembering Oman”. |
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| ☐ Warrior's Passkey (Barthounar) | common | PO-BMG-MOON-POB-04 - Something New | PO-BMG-MOON-POB-04 - Something New | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) Inscribed in the side of this silver key are Dethek Runes that say “Barthounar,” which is Dwarvish for “thunder slash.” When the knock spell is cast from Barthounar, the rumbling sound of thunder faintly echoes after the loud “knock” sound of the spell This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form. |
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| ☐ Dwarven Smoldering Armor (Plate) | common | PO-BMG-MOON-POB-04 - Something New | PO-BMG-MOON-POB-04 - Something New | Show | ||
|
Notes:
Dwarven Smoldering Armor This armor is made from an alloy that combines Rustfire star metal and Rookoath iron. The metal components of this armor have a silver-reddish sheen. Wisps of harmless, odorless smoke rise from this armor while it is worn. |
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| ☐ Spellwrought Tattoo of Locate Object | common | PO-BMG-MOON-POB-04 - Something New | PO-BMG-MOON-POB-04 - Something New | Show | ||
|
Notes:
Wondrous Item (tattoo), varies Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table. Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus Locate Object Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object. |
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| ☐ Spellwrought Tattoo of Clairvoyance | common | PO-BMG-MOON-POB-04 - Something New | PO-BMG-MOON-POB-04 - Something New | Show | ||
|
Notes:
Spellwrought Tattoo of Clairvoyance Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table. Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus Clairvoyance You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist. |
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| ☐ Lantern of Revealing | uncommon | CCC-MALTH-001 Selûne's Tear | CCC-MALTH-001 Selûne's Tear | Show | ||