Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Cube of summoning rare Lost mountains DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey

Doss Lute of the Bards uncommon Lost mountains DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Doss lute
Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison

Silvered Spear common Lost mountains DDHC -DD06 - The Forbidden Vale Show
Notes:

Weapon (Spear), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Simple Melee Weapon
Damage: 1d6 Piercing
Properties: Thrown (Range 20/60), Versatile (1d8)
Mastery: Sap
Weight: 3 lb.
Cost: 1 GP

Cloak of Displacement rare Damara CCC-SFBay-02-01 Old Enemies Arise Show
Notes:

Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically 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 your Speed is 0.

Sekolahian Worshipping Statuette common Mulsantir BMG-DRW-KS01 The Thief of Thay Show
Notes:

Wondrous Item, Common
Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.

Rogue's Mantle rare Mulsantir BMG-DRW-KS01 The Thief of Thay Show
Notes:

Wondrous Item, rare (requires attunement)

"Worn and frayed at the ends, this dirty gray cloak keeps its wearer warm in cold weather. It smells of basil and sage."
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.