Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Staff of Adornment common SJ-DC-ROTU-05 Return of the Unknown I Show
Notes:

Staff of Adornment
Staff, common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft.

Cloak of Many Fashions common SJ-DC-AMAK-01 You Better Watch Out Show
Notes:

Cloak of Many Fashions
Wondrous Item, common

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.

Pole of Collapsing common SJ-DC-RTR-08 Healing the Dead Show
Notes:

Pole of Collapsing
Wondrous Item, Common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Minor Property: Unbreakable. The item can't be broken. Special means must be used to destroy it.

Horn of Silent Alarm (Guardian Property) common SJ-DC-ROTU-01 Recesses of the Unknown Show
Notes:

Horn of Silent Alarm (Guardian Property)
Wondrous Item, Common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Gauntlets of Ogre Power uncommon DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

Gauntlets of Ogre Power
Wondrous Item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

(from CCC-CIC-08)

Googles of Night uncommon Trade Log Show
Notes:

Goggles of Night
Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) rare SJ-DC-ROTU-00 Recesses of the Unknown, Prologue Show
Notes:

Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly)
Wondrous Item, rare

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.
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.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Bulletproof Vest (+1 Breastplate) rare Trade Log Show
Notes:

Bulletproof Vest (+1 Breastplate)
Armour (Medium), Rare

You have a +1 bonus to AC while wearing this breastplate. Strange Material. This armour is composed of ceramic plates and a weave of synthetic aramid fibers, rather than leather and metal. A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".

Mantle of Spell Resistance rare Trade Log Show
Notes:

Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

This cloak is wrought from cloth as dark as a starless night sky.

You have advantage on saving throws against spells while you wear this cloak.

Amulet of the Devout, +2 rare Trade Log Show
Notes:

Amulet of the Devout, +2
Wondrous item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.