Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
UC/A - Bloodwell Vial +1
uncommon
Waterdeep
DDHC-KGV-02 The Stygian Gambit
Show
Notes:
Wondrous item, uncommon (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 +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
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.
UC - Rapier +1
uncommon
Vault
DDHC-KGV-02 The Stygian Gambit
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
UC/A - Ring of Jumping
uncommon
Marko's Bedroom
DDHC-KGV-03 Reach for the Stars
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
UC - Wand of Magic Missiles
uncommon
Storage
DDHC-KGV-03 Reach for the Stars
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.
UC - Wand of Magic Detection
uncommon
Golden Vault
DDHC-KGV-03 Reach for the Stars
Show
Notes:

Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
UC/A - Bloodwell Vial +1 | uncommon | Waterdeep | DDHC-KGV-02 The Stygian Gambit | Show | ||
Notes:
Wondrous item, uncommon (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 +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. 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. |
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UC - Rapier +1 | uncommon | Vault | DDHC-KGV-02 The Stygian Gambit | Show | ||
Notes:
Weapon (rapier), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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UC/A - Ring of Jumping | uncommon | Marko's Bedroom | DDHC-KGV-03 Reach for the Stars | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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UC - Wand of Magic Missiles | uncommon | Storage | DDHC-KGV-03 Reach for the Stars | Show | ||
Notes:
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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UC - Wand of Magic Detection | uncommon | Golden Vault | DDHC-KGV-03 Reach for the Stars | Show | ||
Notes:
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. |