Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Cap of Water Breathing
uncommon
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
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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.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
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Notes:
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern")
The brazier weighs 5 pounds.
Boots of Striding and Springing
uncommon
DDHC-KftGV-05 - Tocksworth's Clockworks
DDHC-KftGV-05 - Tocksworth's Clockworks
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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.
Battleaxe +1
uncommon
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
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Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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
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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
Show
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
Bag of Holding
uncommon
DDHC-KftGV - The Murkmire Malevolence
DDHC-KftGV - The Murkmire Malevolence
Show
Notes:
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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.
+1 Studded Leather Armor
rare
SJ-DC-RTR-05 Cold, Darkness and Fire
Trade Log
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Notes:
+1 Studded Leather Armor
Magical Light armor (rare magic item)
13 lb. AC 13 + Dex
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen...
+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.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
Notes:
Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern") The brazier weighs 5 pounds. |
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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. |
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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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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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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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Bag of Holding | uncommon | DDHC-KftGV - The Murkmire Malevolence | DDHC-KftGV - The Murkmire Malevolence | Show | ||
Notes:
Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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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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+1 Studded Leather Armor | rare | SJ-DC-RTR-05 Cold, Darkness and Fire | Trade Log | Show | ||
Notes:
+1 Studded Leather Armor Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen... |
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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. |