Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ 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-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Any Rare Item rare DDHC-KGV-09 - Shard of the Accursed DDHC-KGV-09 - Shard of the Accursed Show
☐ Any Rare Item rare DDHC-KGV-10 - Heart of Ashes DDHC-KGV-10 - Heart of Ashes Show
☐ Arrow +1 uncommon DDHC-KGV-10 - Heart of Ashes DDHC-KGV-10 - Heart of Ashes Show
Notes:

Weapon, uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

☐ Bag of Holding uncommon CCC-GLIP-01-02-Beneath Glip Dak CCC-GLIP-01-02-Beneath Glip Dak Show
Notes:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger
than its outside dimensions. This item can be found
in Player Handout 4.

☐ Battleaxe +1 common DDHC-KGV-10 - Heart of Ashes DDHC-KGV-10 - Heart of Ashes Show
Notes:

Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

☐ Boots of Speed rare DDAL06-02 The Redemption of Kelvan Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

☐ Cap of Water Breathing uncommon DDHC-KGV-04 - Prisoner 13 DDHC-KGV-04 - Prisoner 13 Show
Notes:

Wondrous Item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

☐ Cloak of Displacement rare DDHC-KGV-08 - Vidorant's Vault DDHC-KGV-08 - Vidorant's Vault Show
Notes:

Wondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

☐ Crossbow Bolts +2 (6) rare DDHC-KGV-07 Axe from the Grave DDHC-KGV-07 Axe from the Grave Show
☐ Dagger +2 rare 12c Repeatable Rare Weapon reward + 50000 Gold Service Hours Awards_+2 Weapon (Repeatable) Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Disguise Kit common DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Dragon Scale Mail (Silver Dragon Scale Mail) very_rare DDHC-KGV-10 - Heart of Ashes DDHC-KGV-10 - Heart of Ashes Show
Notes:

Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.

Dragon Resistance
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

☐ Dread Helm common CCC-GLIP-0103 Citadel of Vlaakith CCC-GLIP-0103 Citadel of Vlaakith Show
Notes:

Wondrous Item, common
This fearsome steel helm makes your eyes glow red
while you wear it. This item can be found in Player
Handout 3.

☐ Glamored Studded Leather rare DDHC-KGV-07 Axe from the Grave DDHC-KGV-07 Axe from the Grave Show
Notes:

Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

☐ Gloves of Thievery uncommon DDHC-KGV-04 - Prisoner 13 DDHC-KGV-04 - Prisoner 13 Show
Notes:

Wondrous item, uncommon

Finally, a magic item to defeat every D&D party’s archnemesis: the door. If you attempt a Dexterity (Sleight of Hand) check or try to pick a lock while wearing the gloves of thievery, you’ll receive a +5 bonus. Items that bestow flat bonuses like this are exceptionally valuable, because they stack with common abilities that apply advantage like the Help action or enhance ability spell.

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

Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Harengon Spirit Club (Eventitem) common LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn.

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

Wondrous Item, rare
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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.