Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ (R/AT) Ring of Protection
rare
Trade Log
Show
☐ (R/AT) Devotee's Censer
rare
DDHC-KftGV-05 Tockworth's Clockworks
Show
Notes:
Weapon (flail), rare (requires attunement by a cleric or paladin)
Martial weapon, melee weapon
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
☐ (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) 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/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) 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) 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/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) 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) 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.
☐ (R/AT) Boots of Striding and Springing
uncommon
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.
☐ (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/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) Wand of Magic Missiles
uncommon
DDHC-KftGV-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.
(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) Rust Bag of Tricks
uncommon
DDHC-KftGV-12 - Party at Paliset Hall
Show
☐ (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) 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.
(R/AT) Necklace of Prayer Beads (1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk)
common
DDHC-KftGV-06 - Masterpiece Imbroglio
Show
☐ (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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (R/AT) Ring of Protection | rare | Trade Log | Show | |||
☐ (R/AT) Devotee's Censer | rare | DDHC-KftGV-05 Tockworth's Clockworks | Show | |||
Notes:
Weapon (flail), rare (requires attunement by a cleric or paladin) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. |
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☐ (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. |
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☐ (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. |
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☐ (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 |
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☐ (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. |
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☐ (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. |
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☐ (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. |
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☐ (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. |
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☐ (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. |
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☐ (R/AT) Boots of Striding and Springing | uncommon | 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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☐ (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. |
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☐ (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. |
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(UC) Wand of Magic Missiles | uncommon | DDHC-KftGV-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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(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. |
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☐ (UC) Rust Bag of Tricks | uncommon | DDHC-KftGV-12 - Party at Paliset Hall | Show | |||
☐ (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. |
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☐ (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. |
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(R/AT) Necklace of Prayer Beads (1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk) | common | DDHC-KftGV-06 - Masterpiece Imbroglio | Show | |||
☐ (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. |