Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Ring of Telekinesis very_rare DDHC-CM-10 Kandlekeep Dekonstruction DDHC-CM-10 Kandlekeep Dekonstruction Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Silvered Greatsword +3 very_rare DDHC-KftGV Heart of Ashes 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.

Ring of Swimming uncommon Dungeon of the Mad Mage - Arcane Chambers Dungeon of the Mad Mage - Arcane Chambers Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Circlet of Human Perfection uncommon Dungeon of the Mad Mage - Arcane Chambers Dungeon of the Mad Mage - Arcane Chambers Show
Notes:

Wondrous item, uncommon

Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.

Driftglobe uncommon Dungeon of the Mad Mage - Dungeon Level Dungeon of the Mad Mage - Dungeon Level Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Wand of Secrets uncommon Dungeon of the Mad Mage - Dungeon Level Dungeon of the Mad Mage - Dungeon Level Show
Notes:

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Shadowfell Brand Tattoo rare Golden Vault Rewards Service Rewards 50th Anniversary Show
Notes:

Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo is dark in color and abstract.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Necklace of Fireballs rare Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Wondrous item, rare

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.

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.

Gold Dragon Scale Mail very_rare Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Armor (scale mail), very rare (requires attunement)

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 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.

Battleaxe +1 uncommon Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Weapon (battleaxe), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Flame Tongue Longsword rare Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

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.

Barrier Tattoo (Medium) rare Keys from the Golden Vault - Heart of Ashes (Golden Vault Reward) Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.

Mithral Half Plate uncommon KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Medium armor, uncommon
40 lb.

AC 15 + Dex (max 2)
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.

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.

Rod of the Pact Keeper +2 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.

Silver Horn of Valhalla 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.

Whisperwind (Wounding Rapier) rare KftGV - Affair on the Concordant Express (GV Award) KftGV - Affair on the Concordant Express Show
Notes:

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

1d8 Piercing
Finesse
Mastery: Vex
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.

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.

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.

Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.

Flavor. This isn't just any rapier; it's a family heirloom, passed down through generations of Greenleafs. Its slender blade, crafted from moonlight-forged silver, shimmers with an ethereal glow, hinting at its enchanted nature. The hilt is intricately carved from polished oak, adorned with tiny silver leaves that seem to subtly shift and tremble as if alive. It's lightweight yet deadly, perfectly balanced for Artemia's quick, precise strikes. The scabbard, made of supple, dark leather, is embroidered with silver thread depicting scenes from the Greenleaf family's history and its pact with Oberon. More than just a weapon, Whisperwind is an extension of Artemia herself, a reflection of her elegant yet deadly nature. It whispers secrets of the forest, carries the echoes of ancient magic, and reflects the restless spirit of its owner.

Handaxe +1 common KftGV - The Murkmire Malevolence Keys from the Golden Vault - The Murkmire Malevolence Show
Notes:

Weapon (handaxe), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dagger +1 common KftGV - The Murkmire Malevolence Keys from the Golden Vault - The Murkmire Malevolence Show
Notes:

Weapon (dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.