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.
Gem of Seeing (R-A)
rare
DDAL09-05 Faces of Fortune
DDAL09-05 Faces of Fortune
Show
Notes:
Gem of Seeing
Wondrous Item, rare (requires attunement)
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Silvered Greatsword +3 (VR)
very_rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
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.
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
Name | Rarity ▲ | Location | Table | Result | Source | |
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Cloak of Displacement (R,A) | rare | SKT/trade Zarana | Trade Log | Show | ||
Notes:
Cloak of Displacement 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. |
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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. |
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Cli lyre (R,A) | rare | CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink | Trade Log | Show | ||
Notes:
Cli Lyre 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 |
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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) 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. |
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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. |
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Gem of Seeing (R-A) | rare | DDAL09-05 Faces of Fortune | DDAL09-05 Faces of Fortune | Show | ||
Notes:
Gem of Seeing This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Silvered Greatsword +3 (VR) | very_rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
Notes:
Silvered Greatsword +3 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. |
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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 |