Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Ring of Animal Influence rare DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Ring, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Necklace of Fire Balls rare DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, rare

This necklace has (9) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Lantern of Revealing uncommon DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

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.

Cape of the Mountebank rare DDHC-KftGV-07 Masterpiece Imbroglio(Golden vault reward) DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Shortsword +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Ring of evasion rare DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Vidorants Ring rare DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, rare (requires attunement)

This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn.

Only Vidorant can attune to this ring.

Gloves of Thievery uncommon DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

battleaxe +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
scale mail +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Planecallers codex rare DDHC-KftGV-08 Vidorant's Vault(golden vault reward) DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook 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 cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Necklace of Fireballs (5 Fireballs) rare DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Dragon Scale Mail(red) very_rare DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
flametongue(longsword) uncommon DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Bracers of Defense rare DDHC-KftGV-09 Shard of the Accursed DDHC-KftGV-09 Shard of the Accursed Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Wand of magic missiles uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Ring of mind shielding uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Silvered +3 greatsword rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Mithral Armor(Chainmail) uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Silver Horn of Valhalla rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.