Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Rapier +1 uncommon KftGV - Stygian Gambit KftGV - Stygian Gambit Show
Notes:

Weapon (rapier), uncommon

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

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.

Mithral Plate uncommon KftGV - Prisoner 13 KftGV - Prisoner 13 Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Goggles of Night uncommon KftGV - Prisoner 13 (GV Award) KftGV - Prisoner 13 Show
Notes:

Wondrous Item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

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.

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.

Driftglobe uncommon KftGV - Tockworth’s Clockworks KftGV - Tockworth’s Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone of Good Luck (Luckstone) uncommon KftGV - Tockworth’s Clockworks 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.

Shortsword of Vengeance uncommon KftGV - Reach for the Stars (GV Award) KftGV - Reach for the Stars Show
Notes:

Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

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.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Sending Stones uncommon KftGV - Masterpiece Imbroglio KftGV - Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Lantern of Revealing uncommon KftGV - Masterpiece Imbroglio KftGV - Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

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.

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.

Cloak of Billowing common FR-DC-XMAS-01 Silent Night D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Moon-Touched Longsword (Guardian) common FR-DC-IT-02 Icewind Tales: Frozen Hearts D&D Adventurers League Service Awards 2025v2 Show
Notes:

Weapon (Longsword), Common
Martial Weapon, Melee Weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Rope of Mending common WBW-DC-FWF An Invitation - No Strings Attached D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Sentinel. This item glows faintly when dragons are within 120 feet of it.

Tankard of Sobriety common PO-BMG-DRW-KS-04 - Beneath the Granite Peaks D&D Adventurers League Service Awards 2025v2 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.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.