Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bracers of Archery
uncommon
Trade Log
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Charm of Heroism
common
DDHC-QftIS-01
Show
Notes:
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.
Cloak of Elvenkind
uncommon
DDHC-QftIS-01
Show
Notes:
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Dagger of Warning
uncommon
DDHC-QftIS-01
Show
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Decanter of Endless Water
uncommon
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Deck of Illusions
uncommon
DDHC-QftIS-01
Show
Notes:
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Dimensional Shackles
rare
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Dimensional Shackles
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.
Dust of Disappearance
uncommon
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Gem of Brightness
uncommon
DDHC-KftGV-04 Prisoner 13
Show
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Helm Of Telepathy
uncommon
DDHC-QftIS-01
Show
Notes:
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.
Javelin of Lightning
uncommon
DDHC-QftIS-01
Show
Notes:
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Longbow +2
rare
Trade Log
Show
Notes:
Longbow +2
Weapon (Longbow), Rare
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Longsword +1
uncommon
DDHC-QftIS-01
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.
Mithral Armor
uncommon
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Mithral Plate Armor
uncommon
DDHC-KftGV-04 Prisoner 13
Show
Notes:
Armor (medium or heavy, but not hide)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Oil of Slipperiness (Boggle Oil Extract)
uncommon
FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies
Show
Notes:
This sticky black unguent is thick and heavy in the
container, but it flows quickly when poured. The oil can
cover a Medium or smaller creature, along with the
equipment it's wearing and carrying (one additional vial is
required for each size category above Medium). Applying
the oil takes 10 minutes. The affected creature then gains
the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an
action, where it covers a 10-foot square, duplicating the
effect of the grease spell in that area for 8 hours.
This particular oil was extracted from boggles in the
Feywild. Any creature who has this oil applied to them feels a
heavy-lidded lethargy come over them, and the desire to say
something akin to, “Like…whatever, right? It’s all goooooood.
Love me some boggle oil, bro.”
Pipe of Remembrance
common
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Pipe of Remembrance
Source: Ghosts of Saltmarsh
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Potion of Invisibility
very_rare
DDHC-QftIS-01
Show
Notes:
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Potion of Poison
uncommon
DDHC-QftIS-01
Show
Notes:
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Rapier +1
uncommon
DDHC-QftIS-01
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bracers of Archery | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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| Charm of Heroism | common | DDHC-QftIS-01 | Show | |||
|
Notes:
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. |
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| Cloak of Elvenkind | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. |
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| Dagger of Warning | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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| Decanter of Endless Water | uncommon | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
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| Deck of Illusions | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. Playing Card Illusion |
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| Dimensional Shackles | rare | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Dimensional Shackles 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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| Dust of Disappearance | uncommon | DDHC-KftGV-04 Prisoner 13 | Show | |||
|
Notes:
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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| Gem of Brightness | uncommon | DDHC-KftGV-04 Prisoner 13 | Show | |||
|
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. |
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| Helm Of Telepathy | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. |
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| Javelin of Lightning | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. |
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| Longbow +2 | rare | Trade Log | Show | |||
|
Notes:
Longbow +2 You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. |
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| Longsword +1 | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Mithral Armor | uncommon | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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| Mithral Plate Armor | uncommon | DDHC-KftGV-04 Prisoner 13 | Show | |||
|
Notes:
Armor (medium or heavy, but not hide) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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| Oil of Slipperiness (Boggle Oil Extract) | uncommon | FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies | Show | |||
|
Notes:
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. This particular oil was extracted from boggles in the Feywild. Any creature who has this oil applied to them feels a heavy-lidded lethargy come over them, and the desire to say something akin to, “Like…whatever, right? It’s all goooooood. Love me some boggle oil, bro.” |
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| Pipe of Remembrance | common | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Pipe of Remembrance This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. |
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| Potion of Invisibility | very_rare | DDHC-QftIS-01 | Show | |||
|
Notes:
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. |
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| Potion of Poison | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. |
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| Rapier +1 | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. |
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