Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Manual of Gainful Exercise very_rare Trade Log Show
Sera's Red Cape (Carpet of Flying Guardian property) very_rare SJ-DC-ROTU-07 Chapter 7: Recesses of the Unknown, Epilogue Show
Notes:

Wondrous Item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet: 3 ft. x 5 ft. 200 lb. 80 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Flavor text: This red cape, when donned, flies its wearer up to 80 ft, or when commanded, spreads itself into a carpet. Upon sensing danger, the carpet nudges its wearer, warning them of danger and granting a +2 to initiative.

Aegis of the Raven Queen very_rare Claimging Service Award Show
Yellow Fungi (Ghost Step Tattoo with the Delver Property) very_rare SJ-DC-PANDORA-JWEI-03 (Playtest) Show
Notes:

Wondrous Item (tattoo), very rare (requires attunement)
Flavor

This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network.

Blade of Medusa (Longsword) very_rare staff of thunder and lightning Trade Log Show
Staff of Striking very_rare Trade Log Show
Rhythm-Maker's Drum +3 very_rare WBW-DC-ERA-AO-01 Where Art Thou Darling? Delirium in Deleeria Part 1 Show
Notes:

Wondrous item, Instrument, very rare (requires attunement by a bard)

While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

This drum has a minor property called War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Sapphire Buckler (Shield +2) very_rare Trade Log Show
Robe of Scintillating Colours very_rare Trade Log Show
Cloak of Arachnida (with minor Guardian property) very_rare DDAL09-12 The Breath of Life Show
Cape of the Monte Back very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Daern'sInstant Fortress very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time..

Hand Crossbow, +3 very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
Greataxe, +3 very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
Staff of Power very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Tome of Leadership and Influence very_rare CCC-TRI-15: The Dark of the Hive Show
Notes:

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

This purple leather tome has four mind flayer tentacles embedded in the cover. When you read the book you hear someone else’s voice reading it to you in your head.

Dwarven Plate (Plate Armor +3) very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
Wand of Polymorph very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
Ghost Step Tattoo (/w minor Language property, Deep Speech) very_rare SJ-DC-Death In Defiance of Dairy Show
Notes:

Ghost Step Tattoo (Language: Deep Speech)