Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
+1 Half Plate Armor
rare
KftGV - Tockworth’s Clockworks (GV Award)
KftGV - Tockworth’s Clockworks
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Notes:
Medium Armor (Half Plate Armor), Rare
40 lb.
AC 15 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Battleaxe +1
uncommon
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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 it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Scale Mail +1
rare
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Show
Notes:
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Shortsword +1
uncommon
KftGV - Vidorants Vault
KftGV - Vidorants Vault
Show
Notes:
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
+2 All-Purpose Tool
rare
KftGV - Vidorants Vault (GV Award)
KftGV - Vidorants Vault
Show
Notes:
Wondrous Item, Rare (Requires Attunement by an Artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Scimitar +1
uncommon
Level 5 Magic Item
KftGV - Prisoner 13
Show
Notes:
Weapon
Martial weapon, melee weapon
25 gp, 3 lb.
1d6 Slashing
Finesse, Light
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.
Helm of Telepathy
uncommon
Traded
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.
Ioun Stone, Protection
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.
You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Tome of Clear Thought
very_rare
Traded
Trade Log
Show
Notes:
Wondrous Item, Very Rare
5 lb.
This book contains memory and logic 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Astromancy Archive
rare
Traded
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.
Rod of Absorption
very_rare
Traded
Trade Log
Show
Notes:
Rod, very rare (requires attunement)
2 lb.
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +1 Half Plate Armor | rare | KftGV - Tockworth’s Clockworks (GV Award) | KftGV - Tockworth’s Clockworks | Show | ||
|
Notes:
Medium Armor (Half Plate Armor), Rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Battleaxe +1 | uncommon | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
|
Notes:
Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| 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 it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
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| Scale Mail +1 | rare | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
|
Notes:
Armor (medium), rare You have a +1 bonus to AC while wearing this armor. |
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| Shortsword +1 | uncommon | KftGV - Vidorants Vault | KftGV - Vidorants Vault | Show | ||
|
Notes:
Weapon (shortsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| +2 All-Purpose Tool | rare | KftGV - Vidorants Vault (GV Award) | KftGV - Vidorants Vault | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement by an Artificer) While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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| Scimitar +1 | uncommon | Level 5 Magic Item | KftGV - Prisoner 13 | Show | ||
|
Notes:
Weapon 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. |
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| Helm of Telepathy | uncommon | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Ioun Stone, Protection | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. |
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| Tome of Clear Thought | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous Item, Very Rare |
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| Astromancy Archive | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a wizard) 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. |
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| Rod of Absorption | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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