Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Secrets
uncommon
DDHC-QftIS-01
Show
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of Paralysis
rare
DDHC-QftIS-01
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
Wand of Magic Missiles
uncommon
CCC-WWC-01 In the Face of Fear
Show
Notes:
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
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 ashes and is destroyed.
Wand of Magic Missiles
uncommon
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Wand of Magic Missiles
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.
Wand of Magic Missiles
common
DDHC-KftGV Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
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 ashes and is destroyed.
Wand of Magic Detection
uncommon
DDHC-QftIS-01
Show
Notes:
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Binding
rare
DDHC-KftGV-04 Prisoner 13
Show
Notes:
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Venture Company Pocket Watch (Orb of Time)
common
DC-FR-VENTURE-01 Venture to the East: First Flight
Show
Notes:
Venture Company Pocket Watch (Orb of Time)
Wondrous item, common
"May this emblem lead you the way into the unknown as you venture forth on your path to new discoveries."
Source: Xanathar's Guide to Everything
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Minor Property: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Venture Company Issued Travel Pack (Heward's Handy Haversack)
rare
DC-FR-VENTURE-01 Venture to the East: First Flight
Show
Notes:
Venture Company Issued Travel Pack (Heward's Handy Haversack)
* Wondrous Item, Rare*
"This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."
Included in this backpack are:
- 1 Keoghthom's Ointment (5 Charges)
- 1 Spellwrought Tattoo with Featherfall
- 1 Spellwrought Tattoo with Emergency Rations (Goodberry)
- 1 Tent
- 4 Waterskins (2 filled with Water, 2 filled with Wine)
- 30 Rations
- 1 Bullseye Lantern (Plus two Vials of Oil)
- A pack of Candles (20 Candles)
- A Map of Toril
- 1 Flask of Holy Water
- 5 Sheets of Parchment / 1 Ink Pen with the Venture Logo / 2 Vials of Ink
- A empty Journal with the Venture Company Logo on it
- 2 coils of Rope
- A Shovel
- 2 Tinderboxes
- 1 extra warm and fluffy Blanket
- 1 Bedroll
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.
Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover 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.
Minor Property:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Staff of the Python
uncommon
Trade Log
Show
Notes:
Staff, Uncommon (Requires Attunement)
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Silvered Greatsword +3
very_rare
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Silvered Greatsword +3
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.
Serpent Scale Armor
uncommon
Trade Log
Show
Notes:
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
AC: 15 + Dex modifier
Weight: 45
Scimitar of Speed
very_rare
DDHC-QftIS-01
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express
Show
Notes:
Rod of the Pact Keeper +2
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.
Ring of Jumping
common
DDHC-KftGV Reach for the Stars
Show
Notes:
Ring of Jumping
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
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.
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.
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.
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.
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.”
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Secrets | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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| Wand of Paralysis | rare | DDHC-QftIS-01 | Show | |||
|
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. |
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| Wand of Magic Missiles | uncommon | CCC-WWC-01 In the Face of Fear | Show | |||
|
Notes:
Wand, Uncommon 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 ashes and is destroyed. |
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| Wand of Magic Missiles | uncommon | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Wand of Magic Missiles 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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| Wand of Magic Missiles | common | DDHC-KftGV Reach for the Stars | Show | |||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. 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 ashes and is destroyed. |
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| Wand of Magic Detection | uncommon | DDHC-QftIS-01 | Show | |||
|
Notes:
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. |
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| Wand of Binding | rare | DDHC-KftGV-04 Prisoner 13 | Show | |||
|
Notes:
This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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| Venture Company Pocket Watch (Orb of Time) | common | DC-FR-VENTURE-01 Venture to the East: First Flight | Show | |||
|
Notes:
Venture Company Pocket Watch (Orb of Time) "May this emblem lead you the way into the unknown as you venture forth on your path to new discoveries." While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Minor Property: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. |
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| Venture Company Issued Travel Pack (Heward's Handy Haversack) | rare | DC-FR-VENTURE-01 Venture to the East: First Flight | Show | |||
|
Notes:
Venture Company Issued Travel Pack (Heward's Handy Haversack) "This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover 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. Minor Property: Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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| Staff of the Python | uncommon | Trade Log | Show | |||
|
Notes:
Staff, Uncommon (Requires Attunement) |
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| Silvered Greatsword +3 | very_rare | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Silvered Greatsword +3 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. |
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| Serpent Scale Armor | uncommon | Trade Log | Show | |||
|
Notes:
Serpent Scale Armor This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. AC: 15 + Dex modifier |
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| Scimitar of Speed | very_rare | DDHC-QftIS-01 | Show | |||
|
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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| Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express | Show | |||
|
Notes:
Rod of the Pact Keeper +2 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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| Ring of Jumping | common | DDHC-KftGV Reach for the Stars | Show | |||
|
Notes:
Ring of Jumping While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. |
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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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| 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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| 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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| 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. |
||||||
| 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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