Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Rod of the Pact Keeper +2
rare
Trade Log
Show
Notes:
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.
Lantern of Revealing
uncommon
CCC-CONMAR01-01 Helping Hands
CCC-CONMAR01-01 Helping Hands
Show
Notes:
Wondrous item, uncommon
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Robe of Useful Items
uncommon
DDAL 10-04 Cold Benevolence
DDAL 10-04 Cold Benevolence
Show
Notes:
Wondrous item, uncommon
This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality.
The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has seven other Patches:
2x 2 mastiff
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
Portable ram
Spell Scroll of Revivfy
Sentinel Shield
common
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Driftglobe
uncommon
DDHC-KftGV- 05 - Tockworth's Clockworks
DDHC-KftGV- 05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Boots of Striding and Springing
uncommon
DDHC-KftGV- 05 - Tockworth's Clockworks
DDHC-KftGV- 05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Stone of Good Luck
uncommon
DDHC-KftGV- 05 - Tockworth's Clockworks
DDHC-KftGV- 05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Necklace of Prayer Beads
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
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.
1 Bead of Blessing
3 Beads of Curing
2 Beads of Favor
Ring of Animal Influence
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals
Sending Stones
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Lantern of Revealing
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
DMG'24
p275
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.
Dimensional Shackles
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 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.
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.
+3 Silvered Greatsword
very_rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Weapon, very rare
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
It once belonged to a githyanki knight
Mithral Chain Mail
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Heavy armor, uncommon
55 lb.
AC 16
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.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
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 take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.
A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.
Decanter of Endless Water
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Wand of Magic Missiles
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
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.
Mithral Plate Armor
uncommon
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
Heavy armor, minor tier, 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.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Gwa’thern Faln
rare
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Trade Log
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Rod of the Pact Keeper +2 | rare | Trade Log | Show | |||
Notes:
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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Lantern of Revealing | uncommon | CCC-CONMAR01-01 Helping Hands | CCC-CONMAR01-01 Helping Hands | Show | ||
Notes:
Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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Robe of Useful Items | uncommon | DDAL 10-04 Cold Benevolence | DDAL 10-04 Cold Benevolence | Show | ||
Notes:
Wondrous item, uncommon This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger 2x 2 mastiff |
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Sentinel Shield | common | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
Notes:
Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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Driftglobe | uncommon | DDHC-KftGV- 05 - Tockworth's Clockworks | DDHC-KftGV- 05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Boots of Striding and Springing | uncommon | DDHC-KftGV- 05 - Tockworth's Clockworks | DDHC-KftGV- 05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Stone of Good Luck | uncommon | DDHC-KftGV- 05 - Tockworth's Clockworks | DDHC-KftGV- 05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Necklace of Prayer Beads | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
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. 1 Bead of Blessing |
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Ring of Animal Influence | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) |
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Sending Stones | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Lantern of Revealing | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
DMG'24 |
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Dimensional Shackles | 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 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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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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+3 Silvered Greatsword | very_rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Weapon, very rare Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. It once belonged to a githyanki knight |
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Mithral Chain Mail | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Heavy armor, uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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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:
Wondrous item, rare A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands. |
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Decanter of Endless Water | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
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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, 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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Mithral Plate Armor | uncommon | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
Heavy armor, minor tier, 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. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Gwa’thern Faln | rare | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Trade Log | Show | ||
Notes:
Weapon (longbow), rare (requires attunement) This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior |