Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+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 Glaive uncommon DDHC-BG:DIA - Sword of Zariel DDHC-BG:DIA - Sword of Zariel Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
You have a +1 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.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

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.

+1 Mace uncommon DDHC-BG:DIA - A Tale of Two Cities DDHC-BG:DIA - A Tale of Two Cities Show
Notes:

Weapon, uncommon
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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.

The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action.

+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.

+1 Studded Leather Armor rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Light armor, rare
13 lb.

AC 12 + Dex
You have a +1 bonus to AC while wearing this armor.

+1 Wand of the War Mage uncommon DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

+2 Leather rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Light armor, very rare
10 lb.

AC 11 + Dex
You have a +2 bonus to AC while wearing this armor.

+2 Longsword rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Weapon, rare
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +2 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: 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.

A longsword blessed by Lathander. Its blade hums with warm light, its runes glow faintly. The hilt, sun-bleached bone and leather, radiates comforting energy.

+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.

+3 Amulet of the Devout very_rare KftGV -Fire and Darkness (GV Reward) KftGV -Fire and Darkness Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

+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.

Amulet of Proof against Detection and Location uncommon Vollis carries an amulet of proof against detection and location. DDAL09-01 Escape from Elturel Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

Animated Shield very_rare Traded Trade Log Show
Notes:

Shield (Shield), Very Rare (Requires Attunement)
6 lb.

AC +2
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Arrow-Catching Shield rare DDAL09-08 In the Garden of Evil Show
Notes:

Shield (shield), rare (requires attunement)
6 lb.

AC +2
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.

Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

Battle Standard of Infernal Power very_rare DDHC-BG:DIA - Escape from Avernus DDHC-BG:DIA - Escape from Avernus Show
Notes:

Wondrous item, very rare (requires attunement)
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

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.

Belt of Fire Giant Strength very_rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Blessing of Health unique DDHC-BG:DIA - Escape from Avernus DDHC-BG:DIA - Escape from Avernus Show
Notes:

Blessing

Your Constitution score increases by 2, up to a maximum of 22

Bowl of Commanding Water Elementals rare DDAL09-07 Diabolical Dive DDAL09-07 Diabolical Dive Show
Notes:

Wondrous item, rare
24 lb.
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl 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 bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.

Bracers of Defense rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.