Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Bag of Holding
uncommon
DDHC-KftGV-01 The Golden Vault
Show
Notes:
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.
Wooden Sentinel Shield
uncommon
DDHC-KftGV-01 The Golden Vault
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Rapier +1
uncommon
DDHC-KftGV-02 The Stygian Gambit
Show
Winged Boots
uncommon
DDHC-KftGV-02 The Stygian Gambit
Show
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Wand of Magic Missiles
uncommon
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Hat Of Disguise
uncommon
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Bag of Holding | uncommon | DDHC-KftGV-01 The Golden Vault | Show | |||
Notes:
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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Wooden Sentinel Shield | uncommon | DDHC-KftGV-01 The Golden Vault | Show | |||
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Rapier +1 | uncommon | DDHC-KftGV-02 The Stygian Gambit | Show | |||
Winged Boots | uncommon | DDHC-KftGV-02 The Stygian Gambit | Show | |||
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Wand of Magic Missiles | uncommon | DDHC-KftGV-03 Reach for the Stars | Show | |||
Notes:
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. |
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Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | Show | |||
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Hat Of Disguise | uncommon | DDHC-KftGV-03 Reach for the Stars | Show | |||
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |