Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
(UC) Mithral Chain Mail
uncommon
DDHC-KftGV-11 - Affair on the Concordant Express
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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
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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
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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
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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
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☐ (R/AT) Necklace of Fireballs (6 Charges)
common
DDHC-KftGV-10 - Heart of Ashes
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☐ (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
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☐ (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
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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
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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
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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
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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
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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
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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
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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.
Name | Rarity | Location ▲ | Table | Result | Source | |
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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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(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 |
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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) 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. |
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☐ (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. |
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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) 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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☐ (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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☐ (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. |
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☐ (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. |
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☐ (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. |
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☐ (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 |