Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
+1 rhythm-maker’s drum
uncommon
Starting at lvl 5
Creation
Show
Notes:
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Shield +1
uncommon
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Flame Tongue Longsword (A)
rare
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Dragon Scale Mail (red) (A)
very_rare
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Necklace of Fireballs (9 Ladungen)
rare
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Battleaxe +1
uncommon
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Reveler's Concertina
rare
DDHC-KftGV- 10 - Heart of Ashes
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.
As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
Ring of Animal Influence
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:
Animal Friendship
Fear (affects Beasts only)
Speak with Animals
Necklace of Prayer Beads (requires attunement by a cleric, druid, or paladin)
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk
1 Bead of Blessing
3 Beads of Curing
2 Beads of Favor
Lantern of Revealing
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Necklace of Fireballs
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
This necklace has 5 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Sending Stones
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Glaive of Wounding (A)
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Ring of Spell Storing (A)
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Goggles of Night
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Boots of Striding and Springin (A)
uncommon
DDHC-TftYP-White Plume Mountain
Show
Notes:
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Chain Mail +1
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Blessing of Protection
unique
DDHC-TftYP-White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Stone of Good Luck (A)
uncommon
DDHC-TftYP-White Plume Mountain
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Bracers of Defense (A)
common
DDHC-TftYP-White Plume Mountain
Show
Notes:
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
+1 rhythm-maker’s drum | uncommon | Starting at lvl 5 | Creation | Show | ||
Notes:
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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Shield +1 | uncommon | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Flame Tongue Longsword (A) | rare | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Dragon Scale Mail (red) (A) | very_rare | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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Necklace of Fireballs (9 Ladungen) | rare | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Battleaxe +1 | uncommon | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Reveler's Concertina | rare | DDHC-KftGV- 10 - Heart of Ashes | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
Notes:
While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. |
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Ring of Animal Influence | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: Animal Friendship |
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Necklace of Prayer Beads (requires attunement by a cleric, druid, or paladin) | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1 Bead of Blessing |
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Lantern of Revealing | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Necklace of Fireballs | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
This necklace has 5 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Sending Stones | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Glaive of Wounding (A) | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. |
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Ring of Spell Storing (A) | rare | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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Goggles of Night | rare | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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Boots of Striding and Springin (A) | uncommon | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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Chain Mail +1 | rare | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
You have a +1 bonus to AC while wearing this armor. |
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Blessing of Protection | unique | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws. |
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Stone of Good Luck (A) | uncommon | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Bracers of Defense (A) | common | DDHC-TftYP-White Plume Mountain | Show | |||
Notes:
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield. |