Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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)
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.

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.

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.

Vicious Shortsword rare KftGV - Affair on the Concordant Express (GV Award) KftGV - Affair on the Concordant Express Show
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.

Vicious Scimitar rare KftGV - Vidorants Vault (GV Award) KftGV - Vidorants Vault Show
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.

Tome of Understanding very_rare DDAL05-19 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains intuition and insight exercises, 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 Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Sylvan Talon Dagger common Bastion Crafting Service Rewards 50th Anniversary 1.2 Show
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.

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.

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.

Shortsword +1 uncommon KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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.

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.

Scintilmorn rare DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

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

1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Scale Mail +1 rare KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Medium armor, rare
45 lb.

AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.

The wearer has Disadvantage on Dexterity (Stealth) checks.

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.

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)
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.

Ring of Truth Telling 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:

Ring, uncommon (requires attunement)
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Ring of Telekinesis very_rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 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.

Ring of Jumping uncommon KftGV - Reach for the Stars KftGV - Reach for the Stars Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Ring of Evasion rare KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.