Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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.

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.

Sentinel Shield uncommon DDHC-DMM-6 Service Rewards S12b Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye.

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.

Sun Blade rare Traded Trade Log 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.

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.

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: 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.

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.

Vicious Glaive rare Traded Trade Log Show
Notes:

Weapon, rare
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
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.

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.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

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.

Vicious Greatsword rare KftGV - Vidorant's Vault (GV Reward) KftGV - Vidorant's Vault Show
Notes:

Weapon (Greatsword), rare
Martial weapon, melee weapon
6 lb.

2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
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.

Vicious Maul rare DDHC-KftGV Heart of Ashes (GV Reward) DDHC-KftGV Heart of Ashes Show
Notes:

Weapon, rare
Martial weapon, melee weapon
10 lb.

2d6 Bludgeoning
Heavy, Two‑Handed
Mastery: Topple
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.

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: 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.

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