Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Serpent's Fang rare DDHC-CM-07 Book of Cylinders DDHC-CM-07 Book of Cylinders Show
Notes:

Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Shield +2 rare DDAL09-19 Service Rewards 50th Anniversary Show
Notes:

Armor (shield), rare

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Silvered Greatsword +3 very_rare KftGV - Affair on the Concordant Express Service Rewards 50th Anniversary Show
Notes:

Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

A Silver Greatsword that once belonged to a githyanki knight.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Silver Horn of Valhalla rare KftGV - Affair on the Concordant Express Service Rewards 50th Anniversary Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Stone of Good Luck common DDHC-KftGV Tockworth's Clockworks DDHC-KftGV Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Tasha’s Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Service Rewards 50th Anniversary Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Tome of Leadership and Influence very_rare CCC-ROZK-01-02 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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Vicious Mace rare DDHC-KftGV Tockworth's Clockworks (GV) DDHC-KftGV Tockworth's Clockworks Show
Notes:

Weapon (Mace), rare

Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
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.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Wand of Fireballs rare BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.