Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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.

Silvered Greatsword (+3 Greatsword) very_rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Silvered Greatsword (+3 Greatsword)
Martial weapon, melee weapon, very rare
Mastery: Graze

Silvered +3 greatsword that once belonged to a githyanki knight

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

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.

Staff of Healing rare DDHC-KftGV-05 - Tocksworth's Clockworks DDHC-KftGV-05 - Tocksworth's Clockworks Show
Notes:

Staff of Healing

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Stone of Good Luck (Luckstone) uncommon DDHC-KftGV-05 - Tocksworth's Clockworks DDHC-KftGV-05 - Tocksworth's Clockworks Show
Notes:

Stone of Good Luck (Luckstone)

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Vidorant's Ring rare DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants Vault Show
Notes:

Vidorant's Ring
Wondrous item, rare (requires attunement)

This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn.

Only Vidorant can attune to this ring.

Wand of Binding rare DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wand of Binding
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

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.

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.