Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Shortsword +1 uncommon KftGV - Vidorant's Vault KftGV - Vidorant's Vault Show
Notes:

Weapon (shortsword), uncommon

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

Scale Mail +1 rare KftGV - Vidorant's Vault KftGV - Vidorant's Vault Show
Notes:

Armor (medium), rare

You have a +1 bonus to AC while wearing this armor.

Ring of Evasion rare KftGV - Vidorant's Vault KftGV - Vidorant's 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 it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Gloves of Thievery uncommon KftGV - Vidorant's Vault KftGV - Vidorant's 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.

Battleaxe +1 uncommon KftGV - Vidorant's Vault KftGV - Vidorant's Vault Show
Notes:

Weapon (battleaxe), uncommon

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

Longbow +1 uncommon Level 5 Magic Item Level 5 Character Creation Show
Notes:

Weapon (longbow), uncommon

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

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

Wraps Of Unarmed Prowess uncommon Service Rewards 50th Anniversary Service Rewards 50th Anniversary Show
Notes:

Wondrous Item, varies

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.

Rarity Bonus
Uncommon +1
Rare +2
Very Rare +3

Tankard of Sobriety common SJ-DC-IGC-ECP-02 Service Rewards 50th Anniversary Show
Notes:

Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Astromancy Archive rare SJ-DC-RTR-PL-01 The Herd Trade Log Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Wizard)

3 lb.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Harmonious. Attuning to this item takes only 1 minute.

Robe of Scintillating Colors very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.

Spider Staff rare Traded Trade Log Show
Notes:

Staff, Weapon, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard)
Simple Weapon, Melee Weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15).

The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.