Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Vicious Maul
rare
DDHC-KftGV Heart of Ashes (GV Reward)
DDHC-KftGV Heart of Ashes
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
10 lb.
2d6 Bludgeoning
Heavy, Two‑Handed
Mastery: Topple
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Mace of Terror
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
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.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
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.
The brazier weighs 5 pounds.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
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
Blessing of Health
very_rare
DDHC-KftGV-13 Fire and Darkness (GV Reward)
Service Rewards 50th Anniversary 1.2
Show
Notes:
Blessing
Your Constitution score increases by 2, up to a maximum of 22.
Ring of Telekinesis
very_rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
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.
Ring of Acid Resistance
rare
DDHC-GOG-01 Giants of the Starforge
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Ring of Acid Resistance
rare
DDHC-GOG-01 Giants of the Starforge
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Warrior's Passkey
rare
DDHC-GOG-01 Giants of the Starforge (Theldin’s Favor)
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Wondrous item, rare (requires attunement)
Weapon
Martial weapon, melee weapon
15 gp, 3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.
Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Ring of Telekinesis
very_rare
Traded
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Vicious Maul | rare | DDHC-KftGV Heart of Ashes (GV Reward) | DDHC-KftGV Heart of Ashes | Show | ||
Notes:
Weapon, rare 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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Mace of Terror | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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Bronze Griffon Figurine of Wondrous Power | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
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. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
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. The brazier weighs 5 pounds. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) 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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Blessing of Health | very_rare | DDHC-KftGV-13 Fire and Darkness (GV Reward) | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Blessing Your Constitution score increases by 2, up to a maximum of 22. |
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Ring of Telekinesis | very_rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
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. |
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Ring of Acid Resistance | rare | DDHC-GOG-01 Giants of the Starforge | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Ring, rare |
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Ring of Acid Resistance | rare | DDHC-GOG-01 Giants of the Starforge | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Ring, rare |
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Warrior's Passkey | rare | DDHC-GOG-01 Giants of the Starforge (Theldin’s Favor) | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Wondrous item, rare (requires attunement) Weapon This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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Ring of Telekinesis | very_rare | Traded | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement) |