Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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

Wand of Fireballs (R,A) rare SJ-DC-END-01-03 Caught in the Crossfire SJ-DC-END-01-03 Caught in the Crossfire Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide.

Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry.

Rod of Rulership (R,A) rare CCC-TRI-03 ROC1-1 Fences and Swords CCC-TRI-03 ROC1-1 Fences and Swords Show
Notes:

Rod, rare (requires attunement)

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.

Necklace of Prayer Beads (R-A) rare FR-DC-DOBU-02-01 Hoard of the Death Dragon FR-DC-DOBU-02-01 Hoard of the Death Dragon Show
Notes:

Necklace of Prayer Beads
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

This necklace contains six Shining Smiting beads and has the muttering quirk.

Muttering. The item grumbles and mutters constant words of encouragement to smite evildoers. Examples of such utterances might include. "Yes. They are evil. Please smite them. Smite them now."

Jannick’s sword belt (Belt of Hill Giant Str) (R-A) rare FR-DC-CONMAR-XX Tomb of Honors FR-DC-CONMAR-XX Tomb of Honors Show
Notes:

Jannick’s sword belt
Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Legend has it that no enemy was ever able to get the jump on Jannick, he moved so swiftly that he always landed the first strike. Wearing this belt imbues you with a modicum of Jannick's swiftness.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Ivory Goats (R) rare WBW-DC-DGE-01 An Underdodge Story WBW-DC-DGE-01 An Underdodge Story Show
Notes:

FIGURINE OF WONDEROUS POWER: IVORY GOATS
Wondrous item, (rarity varies by figurine)

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. See the Monster Manual for the creature's statistics.

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. This item is found in the Dungeon Master’s Guide.

Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows

The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Your team's display of skills has earned you the favour of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated

Studded Leather armor +2 (VR) very_rare Service Reward/TRI/Hulburg Service Reward Show
Notes:

You have a +2 bonus to AC while wearing this armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Notes: Bonus: Armor Class, Combat, Warding

Silvered Greatsword +3 (VR) very_rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
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Silvered Greatsword +3
Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.