Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Dread helm (C) common DC-PoA-CONMAR-05-Need an exscissorcism? Show
Notes:

This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to

Cloak of the Manta Ray (U) uncommon DC-PoA-CONMAR-12 Strike-Out in Skrållahie DC-PoA-CONMAR-12 Strike-Out in Skrållahie Show
Notes:

Cloak of the Manta Ray (Wondrous item, uncommon)

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

This item is found in the Basic Rules.

This cloak is made from a spotted goat skin with the fur still on.

Cloak of the bat (R,A) rare DDEP09-03 Liar’s Night (Tier 2) DDEP09-03 Liar’s Night (Tier 2) Show
Notes:

Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Cloak of Displacement (R,A) rare SKT/trade Zarana Trade Log Show
Notes:

Cloak of Displacement
Wondrous item, rare (requires attunement)

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.

Cli lyre (R,A) rare CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink Trade Log Show
Notes:

Cli Lyre
Wondrous item, rare (requires Attunement by a bard)

An Instrument of the bards is an exquisite example of its kind, superior to an Ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an Action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC.

You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component.

Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall

Bracers of Defense (R-A) rare FR-DC-BMK-02 Phandelver and the Blood Moon Crypts FR-DC-BMK-02 Phandelver and the Blood Moon Crypts Show
Notes:

BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence.

Boots of Winterlands (U, A) uncommon DC-PoA-CONMAR-14 Free Seal-Estate DC-PoA-CONMAR-14 Free Seal-Estate Show
Notes:

Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Notes: Resistance: Cold, Buff, Utility, Warding, Footwear

1 rare item (R) rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE).