Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
+3 Silvered Greatsword very_rare KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Weapon, very rare
Martial weapon, melee weapon
6 lb.

2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

This Silvered Greatsword once belonged to a Githyanki Knight.

Horn of Valhalla, Silver rare KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express 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.

A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.

+2 Rod of the Pact Keeper rare KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock)
2 lb.
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 spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.

Wand of Magic Missiles uncommon KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Wand, uncommon
1 lb.
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.

Mithral Chain Mail uncommon KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Heavy armor, uncommon
55 lb.

AC 16
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.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Ring of Fire Resistance rare KftGV - Affair on the Concordant Express (GV Reward) KftGV - Affair on the Concordant Express Show
Notes:

Ring, rare
You have Resistance to Fire damage while wearing this ring. The ring is set with garnet.

Mace of Terror rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Ring of Telekinesis very_rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.

Figurine of Wondrous Power, Bronze Griffon rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Instrument of the Bards, Cli Lyre rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Brazier of Commanding Fire Elementals rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Wondrous item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.

Rope of Entanglement rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

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.

Dwarven Half Plate Armor very_rare KftGV -Fire and Darkness (GV Reward) KftGV -Fire and Darkness Show
Notes:

Medium armor, very rare
40 lb.

AC 15 + Dex (max 2)
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Flame Tongue Longsword rare KftGV - Heart of Ashes KftGV - Heart of Ashes Show
Notes:

Weapon, rare (requires attunement)
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

+1 Battleaxe uncommon KftGV - Heart of Ashes KftGV - Heart of Ashes Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
4 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+1 Shield uncommon KftGV - Heart of Ashes KftGV - Heart of Ashes Show
Notes:

Armor (shield), uncommon
6 lb.

AC +2
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Gold Dragon Scale Mail very_rare KftGV - Heart of Ashes KftGV - Heart of Ashes Show
Notes:

Medium armor (scale mail), very rare (requires attunement)
45 lb.

AC 14 + Dex (max 2)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully 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 Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Belt of Dwarvenkind rare KftGV - Heart of Ashes (GV Reward) KftGV - Heart of Ashes Show
Notes:

Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.

Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.

Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.
If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:

Darkvision. You have Darkvision with a range of 60 feet.

Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Gloves of Thievery uncommon Murder Room. In a hidden panel in the east bookshelf. DDAL09-03 Hungry Shadows Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Eyes of the Eagle uncommon Old wooden box DDAL09-02 Stopped at the Gate Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage.