Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Driftglobe
uncommon
DDHC-KftGV-05 - Tocksworth's Clockworks
DDHC-KftGV-05 - Tocksworth's Clockworks
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Notes:
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Stone of Good Luck (Luckstone)
uncommon
DDHC-KftGV-05 - Tocksworth's Clockworks
DDHC-KftGV-05 - Tocksworth's Clockworks
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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.
Rogue's Mantle
uncommon
DM Service Awards Season 13 (50?)
Assignment 1. Season 13 (50?)
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Notes:
Rogue's Mantle
Wondrous Item, Rare (Requires Attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Lantern of Revealing
uncommon
DDHC-KftGV-06 - Masterpiece Imbroglio
DDHC-KftGV-06 - Masterpiece Imbroglio
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Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Sending Stones
uncommon
DDHC-KftGV-06 - Masterpiece Imbroglio
DDHC-KftGV-06 - Masterpiece Imbroglio
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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.
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.
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
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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.
Wand of Magic Missiles
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
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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.
Decanter of Endless Water
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
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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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Driftglobe | uncommon | DDHC-KftGV-05 - Tocksworth's Clockworks | DDHC-KftGV-05 - Tocksworth's Clockworks | Show | ||
|
Notes:
Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| 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. |
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| Rogue's Mantle | uncommon | DM Service Awards Season 13 (50?) | Assignment 1. Season 13 (50?) | Show | ||
|
Notes:
Rogue's Mantle This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15; see chapter 7) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn. |
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| Lantern of Revealing | uncommon | DDHC-KftGV-06 - Masterpiece Imbroglio | DDHC-KftGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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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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| 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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| 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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| 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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| 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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| 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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