Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ (R/AT) Rod of the Pact Keeper +2
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
☐ (UC) Decanter of Endless Water
uncommon
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
☐ (UC) Mithral Chain Mail
uncommon
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Armor (medium or heavy, but not hide), 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.
☐ (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.
🗹 (R) Vicious Halberd
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Weapon (Halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
☐ (UC) Battleaxe +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (UC) Shield +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R/AT) Flame Tongue Longsword
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R) Necklace of Fireballs (8 Charges)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3 (8) 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) Dragon Scale Mail (Red)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R/AT) Longbow of Conflagration
rare
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Weapon (Longbow) , rare (requires attunement)
Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Minor Property
Harmonious. Attuning to this item takes only 1 minute.
"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.
☐ (R) Chain Mail +1
rare
Trade Log
Show
(consumeable) Psionic Passkey (Chime of Opening)
rare
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R/AT) Rod of the Pact Keeper +2 | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
||||||
| ☐ (UC) Decanter of Endless Water | uncommon | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
||||||
| ☐ (UC) Mithral Chain Mail | uncommon | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Armor (medium or heavy, but not hide), 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. |
||||||
| ☐ (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. |
||||||
| 🗹 (R) Vicious Halberd | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Weapon (Halberd), rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. |
||||||
| ☐ (UC) Battleaxe +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (UC) Shield +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (R/AT) Flame Tongue Longsword | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (R) Necklace of Fireballs (8 Charges) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
|
Notes:
Wondrous item, rare This necklace has 1d6 + 3 (8) 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) Dragon Scale Mail (Red) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (R/AT) Longbow of Conflagration | rare | FR-DC-RAY-07 Green Lady's Lament | Show | |||
|
Notes:
Weapon (Longbow) , rare (requires attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Minor Property |
||||||
| ☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
| (consumeable) Psionic Passkey (Chime of Opening) | rare | FR-DC-MIND Mindflayed Adventures | Show | |||
|
Notes:
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. |
||||||