Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Scale Mail +1
rare
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
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.
Serpentine Owl Figurine of Wondrous Power
rare
DDHC-KftGV Party at Paliset Hall
DDHC-KftGV Party at Paliset Hall
Show
Notes:
Serpentine Owl Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
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
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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.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
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.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)
The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Ring of Telekinesis
very_rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Scale Mail +1 | rare | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Scale Mail +1 You have a +1 bonus to AC while wearing this armor. |
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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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Serpentine Owl Figurine of Wondrous Power | rare | DDHC-KftGV Party at Paliset Hall | DDHC-KftGV Party at Paliset Hall | Show | ||
Notes:
Serpentine Owl Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. |
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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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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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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
Notes:
Instrument of the Bards (Cli Lyre) The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Ring of Telekinesis | very_rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |