Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.”
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.
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.
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.
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
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| Bracers of Archery | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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| Staff of the Python | uncommon | Trade Log | Show | |||
|
Notes:
Staff, Uncommon (Requires Attunement) |
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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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| 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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| 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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