Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Mithral Armor (Chainmail)
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
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Notes:
Mithral Armor (Chainmail)
Armor (Chainmail), Uncommon
Mithral is a light, flexible metal. Armor made of this substance 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.
Sending Stones
uncommon
DDHC-KftGV-06 - Masterpiece Imbroglio
DDHC-KftGV-06 - Masterpiece Imbroglio
Show
Notes:
Sending Stones
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Wand of Magic Missiles
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
+1 Rapier
uncommon
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
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Notes:
+1 Rapier
Weapon, uncommon, Major tier
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Cloak of Elvenkind
uncommon
DDHC-KftGV - The Murkmire Malevolence (Golden Vault Reward)
DDHC-KftGV - The Murkmire Malevolence
Show
Notes:
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Gloves of Thievery
uncommon
DDAL09-03 Hungry Shadows
Trade Log
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Notes:
Gloves of Thievery
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. This item can be found in the Dungeon Master’s Guide.
These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.
Wand of Magic Missiles
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Adventuring Gear (Wand), uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
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Notes:
Ring of Jumping
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.
Eldritch Claw Tattoo
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Battleaxe +1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Mithral Armor Plate
uncommon
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Mithral Armor Plate
Armor (heavy), 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.
Slippers of Spider Climbing
uncommon
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Slippers of Spider Climbing
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.
Cap of Water Breathing
uncommon
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Cap of Water Breathing
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Shield +1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Amulet of the Devout +1
uncommon
lvl 5 Magicitem Chose
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Amulet of the Devout +1
Wondrous item, uncommon (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Boots of Striding and Springing
uncommon
DDHC-KftGV-05 - Tocksworth's Clockworks
DDHC-KftGV-05 - Tocksworth's Clockworks
Show
Notes:
Boots of Striding and Springing
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Mithral Armor (Chainmail) | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Mithral Armor (Chainmail) Mithral is a light, flexible metal. Armor made of this substance 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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Sending Stones | uncommon | DDHC-KftGV-06 - Masterpiece Imbroglio | DDHC-KftGV-06 - Masterpiece Imbroglio | Show | ||
Notes:
Sending Stones Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Wand of Magic Missiles | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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+1 Rapier | uncommon | DDHC-KftGV-02 The Stygian Gambit | DDHC-KftGV-02 The Stygian Gambit | Show | ||
Notes:
+1 Rapier You have a +1 bonus to attack and damage rolls made with this magic weapon. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Cloak of Elvenkind | uncommon | DDHC-KftGV - The Murkmire Malevolence (Golden Vault Reward) | DDHC-KftGV - The Murkmire Malevolence | Show | ||
Notes:
Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. |
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Gloves of Thievery | uncommon | DDAL09-03 Hungry Shadows | Trade Log | Show | ||
Notes:
Gloves of Thievery 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. This item can be found in the Dungeon Master’s Guide. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
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Wand of Magic Missiles | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. |
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Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Ring of Jumping 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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Eldritch Claw Tattoo | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
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Battleaxe +1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
Notes:
Battleaxe +1 |
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Mithral Armor Plate | uncommon | DDHC-KftGV-04 Prisoner 13 | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Mithral Armor Plate 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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Slippers of Spider Climbing | uncommon | DDHC-KftGV-04 Prisoner 13 | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Slippers of Spider Climbing 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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Cap of Water Breathing | uncommon | DDHC-KftGV-04 Prisoner 13 | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Cap of Water Breathing While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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Shield +1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
Notes:
Shield +1 |
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Amulet of the Devout +1 | uncommon | lvl 5 Magicitem Chose | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Amulet of the Devout +1 Wondrous item, uncommon (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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Boots of Striding and Springing | uncommon | DDHC-KftGV-05 - Tocksworth's Clockworks | DDHC-KftGV-05 - Tocksworth's Clockworks | Show | ||
Notes:
Boots of Striding and Springing 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. |