Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Rapier of Life Stealing
rare
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Rapier of Life Stealing
Weapon, rare (requires attunement) Major tier
Martial weapon, melee weapon, 2 lb. 1d8 piercing - finesse
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect.
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.
Found On: Magic Item Table G
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
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Notes:
Rod of the Pact Keeper +2
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.
Gloves of Thievery
uncommon
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
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.
Shortsword +1
uncommon
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Battleaxe +1
uncommon
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bag of Tricks (Rust-Colored)
uncommon
DDHC-KftGV Party at Paliset Hall
DDHC-KftGV Party at Paliset Hall
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Notes:
Bag of Tricks (Rust-Colored)
Wondrous item, uncommon
This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
d8 Creature d8 Creature
1 Rat 5 Giant goat
2 Owl 6 Giant boar
3 Mastiff 7 Lion
4 Goat 8 Brown bear
Gauntlets of Ogre Power
uncommon
DDHC-KftGV Party at Paliset Hall
DDHC-KftGV Party at Paliset Hall
Show
Notes:
Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Quiver of Ehlonna
uncommon
DDHC-KftGV Party at Paliset Hall
DDHC-KftGV Party at Paliset Hall
Show
Notes:
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Decanter of Endless Water
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Decanter of Endless Water
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.
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.
+1 Rapier
uncommon
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
Show
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.
Gloves of Thievery
uncommon
DDAL09-03 Hungry Shadows
Trade Log
Show
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
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.
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.
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.
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 | |
---|---|---|---|---|---|---|
Rapier of Life Stealing | rare | DDHC-KftGV-04 Prisoner 13 | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Rapier of Life Stealing When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. Note: According to the SRD, it is an extra 3d6 necrotic damage, although this is incorrect. 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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Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Rod of the Pact Keeper +2 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. |
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Gloves of Thievery | uncommon | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | 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. |
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Shortsword +1 | uncommon | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Shortsword +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Battleaxe +1 | uncommon | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Bag of Tricks (Rust-Colored) | uncommon | DDHC-KftGV Party at Paliset Hall | DDHC-KftGV Party at Paliset Hall | Show | ||
Notes:
Bag of Tricks (Rust-Colored) This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. |
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Gauntlets of Ogre Power | uncommon | DDHC-KftGV Party at Paliset Hall | DDHC-KftGV Party at Paliset Hall | Show | ||
Notes:
Gauntlets of Ogre Power Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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Quiver of Ehlonna | uncommon | DDHC-KftGV Party at Paliset Hall | DDHC-KftGV Party at Paliset Hall | Show | ||
Notes:
Quiver of Ehlonna Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Decanter of Endless Water | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Decanter of Endless Water 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:
|
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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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+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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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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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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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. |