Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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.

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.

Hat of Disguise 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:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Cracked Driftglobe 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:

Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.

You can issue another command as a Magic 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.

A cracked driftglobe that emits a flickering light but otherwise functions normally

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.

+1 Dagger 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:

Weapon, uncommon
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
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.

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 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.

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 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.

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.

Dagger of Warning uncommon KftGV - Reach for the Stars (GV Reward) KftGV - Reach for the Stars Show
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.

Battleaxe +1 uncommon KftGV - Vidorants Vault KftGV - Vidorants Vault 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.

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.

Gloves of Thievery uncommon KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Helm of Comprehending Languages uncommon D&D Adventurers League Service Awards 2025v2 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.

Vicious Rapier 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.

1d8 Piercing
Finesse
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.

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.

Horseshoes of Speed rare DDHC-WDH Waterdeep: Dragon Heist Chapter 3: Fireballs DDHC-WDH Waterdeep: Dragon Heist Ch. 2: Faction Missions & Chapter 3: Fireballs Show
Notes:

Wondrous item, rare
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

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.