Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ring of Warmth
uncommon
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season
DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall
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Notes:
Ring, uncommon (requires attunement)
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Shield +1
uncommon
Keys from the Golden Vault - Heart of Ashes
Keys from the Golden Vault - Heart of Ashes #2
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Notes:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Ring of Jumping
uncommon
KftGV - Reach for the Stars
KftGV - Reach for the Stars
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Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Wand of Magic Missiles
uncommon
KftGV - Reach for the Stars
KftGV - Reach for the Stars
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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.
Dagger of Warning
uncommon
KftGV - Reach for the Stars (GV Reward)
KftGV - Reach for the Stars
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Notes:
Weapon, uncommon (requires attunement)
Simple weapon, melee weapon
1 lb.
1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
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.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
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.
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.
Battleaxe +1
uncommon
KftGV - Vidorants Vault
KftGV - Vidorants Vault
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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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Warmth | uncommon | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season | DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall | Show | ||
Notes:
Ring, uncommon (requires attunement) In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower. |
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Shield +1 | uncommon | Keys from the Golden Vault - Heart of Ashes | Keys from the Golden Vault - Heart of Ashes #2 | Show | ||
Notes:
Armor (shield), uncommon 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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Ring of Jumping | uncommon | KftGV - Reach for the Stars | KftGV - Reach for the Stars | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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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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Dagger of Warning | uncommon | KftGV - Reach for the Stars (GV Reward) | KftGV - Reach for the Stars | Show | ||
Notes:
Weapon, uncommon (requires attunement) Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. 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. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. 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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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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Battleaxe +1 | uncommon | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
Notes:
Weapon, uncommon 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. |
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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. |