Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
(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.

(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) 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) Sending Stones common DDHC-KftGV-06 - Masterpiece Imbroglio Show
(R/AT) Necklace of Prayer Beads (1x Blessing, 1x Curing, 1x Favor, 1x Wind Walk) common DDHC-KftGV-06 - Masterpiece Imbroglio Show
☐ (R/AT) Necklace of Fireballs (6 Charges) common DDHC-KftGV-10 - Heart of Ashes 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.

☐ (R/AT) Dragon Scale Mail (Brass, Gold, or Red) common DDHC-KftGV-10 - Heart of Ashes Show
☐ (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/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) 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.

☐ (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.

☐ (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/AT) Bracers of Flying Daggers rare Trade Log Show
Notes:

Wondrous item, rare (requires attunement)

This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.

☐ (R/AT) Arcane Grimoire +2 rare DDHC-KftGV-07 - Axe from the Grave Show
Notes:

Wondrous item, rare (+2) (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

☐ (UC) Battleaxe +1 common DDHC-KftGV-10 - Heart of Ashes Show
☐ (UC) Shield +1 common DDHC-KftGV-10 - Heart of Ashes Show
☐ (R/AT) Flame Tongue Longsword common DDHC-KftGV-10 - Heart of Ashes Show
(VR) Silvered Greatsword +3 very_rare DDHC-KftGV-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.

Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.