Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Bloodwell Vial +1
uncommon
Tasha's Cauldron of Everything
Charakter Creation
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Fochlucan bandore
uncommon
DDHC-KftGV - The Murkmire Malevolence
DDHC-KftGV-01 The Murkmire Malevolence
Show
Notes:
Wondrous item, rarity varies (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, Entangle, Faerie Fire, Shillelagh, Speak with Animals
Goggles of Night
uncommon
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Notes: Sense: Darkvision, Detection, Eyewear
Elven Chain
rare
DDHC-KftGV-04 Prisoner 13
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Notes: Bonus: Armor Class, Proficiency: Self, Combat, Warding
Stone of Good Luck
uncommon
DDHC-KftGV-05 Tockworth's Clockworks
DDHC-KftGV-05 Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Staff of Charming
rare
DDHC-KftGV-05 Tockworth's Clockworks
DDHC-KftGV-05 Tockworth's Clockworks
Show
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
Rhythm-Maker's Drum +2
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Glamoured Studded Leather
rare
DDHC-KftGV-07 Axe from the Grave
DDHC-KftGV-07 Axe from the Grave
Show
Notes:
Armor (light, studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
AC: 13 + Dex modifier
Weight: 13
Portable Hole
rare
DDHC-KftGV-08 Vidorant's Vault
DDHC-KftGV-08 Vidorant's Vault
Show
Notes:
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container
Atlas of Endless Horizons
rare
DDHC-KftGV-10 Heart of Ashes
DDHC-KftGV-10 Heart of Ashes
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Silvered Greatsword +3
very_rare
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
Notes:
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bloodwell Vial +1 | uncommon | Tasha's Cauldron of Everything | Charakter Creation | Show | ||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Fochlucan bandore | uncommon | DDHC-KftGV - The Murkmire Malevolence | DDHC-KftGV-01 The Murkmire Malevolence | Show | ||
Notes:
Wondrous item, rarity varies (requires attunement by a bard) |
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Goggles of Night | uncommon | DDHC-KftGV-02 The Stygian Gambit | DDHC-KftGV-02 The Stygian Gambit | Show | ||
Notes:
Wondrous Item, uncommon |
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Elven Chain | rare | DDHC-KftGV-04 Prisoner 13 | DDHC-KftGV-04 Prisoner 13 | Show | ||
Notes:
Armor (chain shirt), rare |
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Stone of Good Luck | uncommon | DDHC-KftGV-05 Tockworth's Clockworks | DDHC-KftGV-05 Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of Charming | rare | DDHC-KftGV-05 Tockworth's Clockworks | DDHC-KftGV-05 Tockworth's Clockworks | Show | ||
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) |
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Rhythm-Maker's Drum +2 | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard) |
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Glamoured Studded Leather | rare | DDHC-KftGV-07 Axe from the Grave | DDHC-KftGV-07 Axe from the Grave | Show | ||
Notes:
Armor (light, studded leather), rare |
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Portable Hole | rare | DDHC-KftGV-08 Vidorant's Vault | DDHC-KftGV-08 Vidorant's Vault | Show | ||
Notes:
Wondrous Item, rare |
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Atlas of Endless Horizons | rare | DDHC-KftGV-10 Heart of Ashes | DDHC-KftGV-10 Heart of Ashes | Show | ||
Notes:
Source: Tasha's Cauldron of Everything |
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Silvered Greatsword +3 | very_rare | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
Notes:
Weapon (greatsword), very rare |