Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Rogue's Mantle
rare
Season 13 Service Reward
Service Rewards
Show
Notes:
Source: The Book of Many Things
Wondrous Item, rare (requires attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Mystery Key
common
FR-DC-TiS Trapped in Sanity
FR-DC-TiS Trapped in Sanity
Show
Notes:
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Bracers of Defense(Wicked)
rare
FR‑DC‑BMK‑01 CRYPTS Blood Moon Crypts
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item
heightens the bearer’s urge to do so.
Wand of Wonder
rare
FR-DC-AMAK01 You better watch out
FR-DC-AMAK01 You better watch out
Show
Notes:
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Pipe of smoke Monster
common
FR-DC-AMAK01 You better watch out
FR-DC-AMAK01 You better watch out
Show
Notes:
Wondrous Item, common
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
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.
Vicious Musket
rare
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
Notes:
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.
Silvered +3 greatsword
rare
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
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.
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.
Rod of the Pact keeper +2
rare
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Mithral Armor(Chainmail)
uncommon
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
Dimensional Shackles
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 place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
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.
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
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.
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.
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.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Rogue's Mantle | rare | Season 13 Service Reward | Service Rewards | Show | ||
Notes:
Source: The Book of Many Things Wondrous Item, rare (requires attunement) This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn. |
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Mystery Key | common | FR-DC-TiS Trapped in Sanity | FR-DC-TiS Trapped in Sanity | Show | ||
Notes:
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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Bracers of Defense(Wicked) | rare | FR‑DC‑BMK‑01 CRYPTS Blood Moon Crypts | Trade Log | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item |
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Wand of Wonder | rare | FR-DC-AMAK01 You better watch out | FR-DC-AMAK01 You better watch out | Show | ||
Notes:
Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. |
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Pipe of smoke Monster | common | FR-DC-AMAK01 You better watch out | FR-DC-AMAK01 You better watch out | Show | ||
Notes:
Wondrous Item, common While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. |
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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. |
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Vicious Musket | rare | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
Notes:
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. |
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Silvered +3 greatsword | rare | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
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. |
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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. |
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Rod of the Pact keeper +2 | rare | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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Mithral Armor(Chainmail) | uncommon | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
Dimensional Shackles | 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 place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
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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. |
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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 | ||
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. |
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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. |
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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. |