Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ (R) Mace of Smiting rare Trade Log Show
Notes:

Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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

☐ (R) Necklace of Fireballs (7 Charges) common DDHC-KftGV-06 - Masterpiece Imbroglio Show
Notes:

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

(R) Periapt of Proof against Poison rare Trade Log Show
Notes:

Wondrous item, rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

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

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.

Silver, 2d4+2, None

☐ (UC/AT) Gloves of Thievery uncommon Season 12B Service Rewards Assigne Service Reward Show
Notes:

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

☐ (UC/AT) Hat of Disguise (Beacon) uncommon SJ-DC-RTR-02 The Ship Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

☐ (UC/AT) Hat of Disguise (Diadem) uncommon DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

☐ (UC/AT) Ring of Jumping uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-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/AT) Slippers of Spider Climbing uncommon DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

☐ (UC/AT) Stone of Good Luck (Luckstone) uncommon 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.

☐ (UC/AT) Tiara of Telepathy (Helm...) uncommon CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

☐ (UC/AT) Wand of Magic Missiles uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-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) Battleaxe +1 common DDHC-KftGV-10 - Heart of Ashes Show
☐ (UC) Driftglobe uncommon 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.

☐ (UC) Eyes of Minute Seeing uncommon DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

☐ (UC) Lantern of Revealing common DDHC-KftGV-06 - Masterpiece Imbroglio Show
Notes:

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 use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

(UC) Mithral Chain Mail uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Armor (Chain Mail), 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.

☐ (UC) Mithral Half-Plate uncommon DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Armor (medium), 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.

☐ (UC) Rapier +1 uncommon DDHC-KftGV-02 The Stygian Gambit DDHC-KftGV-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) Rust Bag of Tricks uncommon DDHC-KftGV-12 - Party at Paliset Hall Show