Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Cap of Water Breathing uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Charlatan's Die common DC-PoA-NBDD-01 Ice, Ice, Birdie Show
Notes:

Wondrous Item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.

Cloak of Displacement very_rare DDAL05-05 A Dish Best Served Cold Show
Notes:

Wondrous item, rare (requires attunement)

This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Cloak of Elvenkind uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Cloak of Many Fashions common CCC-GSP01-03 Tainted Love Show
Notes:

Wondrous Item, Common

It is a bright orange cloak and designed with large brown diagonal lines. This garment is of fine quality and underneath, the brand, “Cadorna,” is embroidered on it.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Cloak of Protection uncommon DDHC-GSM Ghosts of Saltmarsh - Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear

Cloak of the Manta Ray uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Cloak of the Manta Ray uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property) very_rare SJ-DC-PANDORA-JWEI-02 Episode II: Pleonexia (Playtest) Show
Notes:

Wondrous Item, Very rare

Flavor
This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat.

It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat.

Daern's Instant Fortress rare CCC-DWB-GNA-01 Gallery of the Nightmare Artist + Infernal Encounters Show
Notes:

This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion.

Daern's Instant Fortress rare CCC-ALMOG ESC03-03 Memory Leak Show
Notes:

"Regardless of how hard one tries to
clean the figurine, it is always found covered in a
strange translucent slime.Regardless
of how hard one tries to clean it, it is always found
covered in this slime."

Dagger of Venom rare DDAL05-17 Hartkiller's Horn Show
Notes:

Weapon (dagger), rare

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Defender Greatsword legendary DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Dragonhide Belt +3 (w/ minor Harmonious property) very_rare FR-DC-BG The Flying Flame Show
Notes:

+3 Dragonhide Belt
Harmonious. Attuning to this item takes only 1 minute. This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.

Driftglobe uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Dwarven Plate very_rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Ear Horn of Hearing (w/ minor Sentinel property) common FR-DC-BG The Flying Flame Show
Notes:

Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Eladrin Boots of Elvenkind uncommon CCC-BMG-MOON6-2 Troubled Visions Show
Notes:

Wondrous item, uncommon

Unworn, these eladrin-crafted boots appear to be little more than crude tubes of birch bark sewn roughly together with sinew. Worn, they transform into slippers that match the seasons. Elk-hide in winter, kelp-wrapped for the wet spring, straw sandals for summer and soft down-lined shoes for fall.

While worn, your steps make no sound, regardless of the surface beneath your feet. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Eschantrii Staff (Staff of Adornment) common SJ-DC-MONSTER-01 Phoenix Show
Fangs of Sybil (Dagger of Venom) rare CCC-GARY-01 A Night to Remember + CCC-GARY-02 To Find A Way Out Show
Notes:

These stylized versions of the Dagger of Venom are etched with symbols that appear almost religious, but are impossible to identify even to the most educated scholar.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.