Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Silver Horn of Valhalla
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
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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.
A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.
Skyfist (Dwarven Thrower)
very_rare
DDEP4 - Reclamation of Phlan
DDEP4 - Reclamation of Phlan
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Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
Sylvan Talon Dagger
common
Bastion Crafting
Service Rewards 50th Anniversary 1.2
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Notes:
Weapon, common (requires attunement)
Simple weapon, melee weapon
1 lb.
1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
While this weapon is on your person, you understand the non-written communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.
Tome of Leadership and Influence
very_rare
CCC-TRI-15
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Vicious Scimitar
rare
KftGV - Vidorants Vault (GV Award)
KftGV - Vidorants Vault
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Notes:
Weapon, rare
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Finesse, Light
Mastery: Nick
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Finesse. When making an attack with a Finesse weapon, 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. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Vicious Shortsword
rare
KftGV - Affair on the Concordant Express (GV Award)
KftGV - Affair on the Concordant Express
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Notes:
Weapon, rare
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Finesse. When making an attack with a Finesse weapon, 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. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Wand of Magic Missiles
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
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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.
Wand of Magic Missiles
uncommon
KftGV - Reach for the Stars
KftGV - Reach for the Stars
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.
Wand of Web
uncommon
DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
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Notes:
Wand, uncommon (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
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.
Wraps of Unarmed Power +3
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare
While wearing these wraps, you have a +3 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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Silver Horn of Valhalla | rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Wondrous item, rare A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands. |
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| Skyfist (Dwarven Thrower) | very_rare | DDEP4 - Reclamation of Phlan | DDEP4 - Reclamation of Phlan | Show | ||
|
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
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| Sylvan Talon Dagger | common | Bastion Crafting | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Weapon, common (requires attunement) Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn. |
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| Tome of Leadership and Influence | very_rare | CCC-TRI-15 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare |
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| Vicious Scimitar | rare | KftGV - Vidorants Vault (GV Award) | KftGV - Vidorants Vault | Show | ||
|
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, 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. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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| Vicious Shortsword | rare | KftGV - Affair on the Concordant Express (GV Award) | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, 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. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Wand of Magic Missiles | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | 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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| Wand of Magic Missiles | uncommon | KftGV - Reach for the Stars | KftGV - Reach for the Stars | 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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| Wand of Web | uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a spellcaster) 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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| Wraps of Unarmed Power +3 | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare |
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