Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wraps of Unarmed Power +2
rare
DDHC-KftGV-05 - Tockworth's Clockworks
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Notes:
Wondrous Item, Rare
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Stone of Good Luck (Luckstone)
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Splint Armor +1
rare
DDAL05-04 In Dire Need
Show
Notes:
Splint Armor +1
Armor (Splint Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.
Spellwrought Tattoo: Revivify
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Revivify
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Spellwrought Tattoo: Haste
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Haste
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Spellwrought Tattoo: Fly
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Fly
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Silver Horn of Valhalla
rare
CCC-TRI 05 Hunt of Malar
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Notes:
Wondrous Item, Rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. 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 spirits it 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 spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar.
| Horn Type | Spirits | Requirement |
| -------- | -------- | -------- |
| Silver | 2 | None |
Shortsword +1
uncommon
Armory
DDHC-KftGV-08 Vidorants Vault
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Notes:
Shortsword +1
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Serpentine Owl Figurine of Wondrous Power
rare
DDHC-KftGV Party at Paliset Hall
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Notes:
Serpentine Owl Figurine of Wondrous Power
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Scale Mail +1
rare
Armory
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Scale Mail +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Rope of Entanglement
rare
DDHC-KftGV Fire and Darkness
Show
Notes:
Rope of Entanglement
Wondrous Item, Rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Ring of X-ray Vision
rare
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Ring of X-ray Vision
Ring, Rare (Requires Attunement)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly.
Ring of the Ram
rare
Trade Log
Show
Notes:
Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of Telekinesis
very_rare
DDHC-KftGV Fire and Darkness
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.
Ring of Swimming
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Jumping
uncommon
DDAL05-10 Giant Diplomacy
Show
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Evasion
rare
Vidorant
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Quiver of Ehlonna
uncommon
DDHC-KftGV Party at Paliset Hall
Show
Notes:
Quiver of Ehlonna
Wondrous item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Potion of Growth
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Potion, uncommon
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Potion of Advantage
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wraps of Unarmed Power +2 | rare | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
Notes:
Wondrous Item, Rare While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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Stone of Good Luck (Luckstone) | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Splint Armor +1 | rare | DDAL05-04 In Dire Need | Show | |||
Notes:
Splint Armor +1 You have a +1 bonus to Armor Class while wearing this armor. A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar. |
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Spellwrought Tattoo: Revivify | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Revivify Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
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Spellwrought Tattoo: Haste | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Haste Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
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Spellwrought Tattoo: Fly | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Fly Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
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Silver Horn of Valhalla | rare | CCC-TRI 05 Hunt of Malar | Show | |||
Notes:
Wondrous Item, Rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. 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 spirits it 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 spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar. | Horn Type | Spirits | Requirement | |
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Shortsword +1 | uncommon | Armory | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Shortsword +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Serpentine Owl Figurine of Wondrous Power | rare | DDHC-KftGV Party at Paliset Hall | Show | |||
Notes:
Serpentine Owl Figurine of Wondrous Power A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. |
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Scale Mail +1 | rare | Armory | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Scale Mail +1 You have a +1 bonus to AC while wearing this armor. |
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Rope of Entanglement | rare | DDHC-KftGV Fire and Darkness | Show | |||
Notes:
Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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Ring of X-ray Vision | rare | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Ring of X-ray Vision While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly. |
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Ring of the Ram | rare | Trade Log | Show | |||
Notes:
Ring of the Ram This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
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Ring of Telekinesis | very_rare | DDHC-KftGV Fire and Darkness | Show | |||
Notes:
Ring of Telekinesis While wearing this ring, you can cast Telekinesis from it. |
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Ring of Swimming | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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Ring of Jumping | uncommon | DDAL05-10 Giant Diplomacy | Show | |||
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Ring of Evasion | rare | Vidorant | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Ring of Evasion This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
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Quiver of Ehlonna | uncommon | DDHC-KftGV Party at Paliset Hall | Show | |||
Notes:
Quiver of Ehlonna Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Potion of Growth | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. |
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Potion of Advantage | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Potion, Uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. |