Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Dagger +1
uncommon
KftGV -The Murkmire Malevolence
KftGV -The Murkmire Malevolence
Show
Notes:
Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Cloak of Displacement
rare
KftGV - Affair on the Concordant Express (GV Award)
KftGV - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Cap of Water Breathing
uncommon
KftGV - Prisoner 13
KftGV - Prisoner 13
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Bronze Griffon Figurine of Wondrous Power
rare
KftGV - Fire and Darkness
KftGV - Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Brazier of Commanding Fire Elementals
rare
KftGV - Fire and Darkness
KftGV - Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Boots of Striding and Springing
uncommon
KftGV - Tockworth’s Clockworks
KftGV - Tockworth’s Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Battleaxe +1
uncommon
KftGV - Heart of Ashes
KftGV - Heart of Ashes
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Bag of Holding
uncommon
KftGV -The Murkmire Malevolence
KftGV -The Murkmire Malevolence
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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.
+2 Amulet of the Devout
rare
KftGV - Party at Paliset Hall (GV Award)
KftGV - Party at Paliset Hall
Show
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Dagger +1 | uncommon | KftGV -The Murkmire Malevolence | KftGV -The Murkmire Malevolence | Show | ||
|
Notes:
Weapon (dagger), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Cloak of Displacement | rare | KftGV - Affair on the Concordant Express (GV Award) | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Cap of Water Breathing | uncommon | KftGV - Prisoner 13 | KftGV - Prisoner 13 | Show | ||
|
Notes:
Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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| Bronze Griffon Figurine of Wondrous Power | rare | KftGV - Fire and Darkness | KftGV - Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. |
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| Brazier of Commanding Fire Elementals | rare | KftGV - Fire and Darkness | KftGV - Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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| Boots of Striding and Springing | uncommon | KftGV - Tockworth’s Clockworks | KftGV - Tockworth’s Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| Battleaxe +1 | uncommon | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
|
Notes:
Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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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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| Bag of Holding | uncommon | KftGV -The Murkmire Malevolence | KftGV -The Murkmire Malevolence | Show | ||
|
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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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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| +2 Amulet of the Devout | rare | KftGV - Party at Paliset Hall (GV Award) | KftGV - Party at Paliset Hall | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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