Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft.) very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.

A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

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.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Cloak of the Bat rare DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

Wondrous item, rare (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 and use it to gain a Fly 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 Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Cloak of Invisibility legendary DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Wondrous item, legendary (requires attunement)
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood.

Candle of Deep common FR-DC-CHROMA-01 Tortured Artist FR-DC-CHROMA-01 Tortured Artist Show
Notes:

Wondrous item, common
The flame of this candle isn't extinguished when immersed in water. It gives off light and heat like a normal candle.

Bronze Griffon Figurine of Wondrous Power rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 Show
Notes:

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.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

Brazier of Commanding Fire Elementals rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Blessing of Understanding unique DDHC-KftGV-13 Fire and Darkness (GV Reward) Service Rewards 50th Anniversary 1.2 Show
Notes:

Blessing

Your Wisdom score increases by 2, up to a maximum of 22.

Battleaxe +1 uncommon Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Weapon (battleaxe), uncommon

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

Battleaxe +1 uncommon KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
4 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+3 Leather Armor legendary DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Light armor, legendary
10 lb.

AC 11 + Dex
You have a +3 bonus to AC while wearing this armor.

+2 Fate Dealer's Deck very_rare Story Award: House Moonstar Award Trade Log Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin)

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

+2 Amulet of the Devout rare DDHC-WDH-B D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Cleric or Paladin)
1 lb.
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.

+1 Dagger uncommon DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Weapon, uncommon
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.