Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Cloak of Elvenkind uncommon CCC-GARY-07 Service Rewards 50th Anniversary Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cli Lyre rare DDHC-CM-12 Service Rewards 50th Anniversary Show
Notes:

Wondrous item, instrument, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. 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 use an action to play the instrument and 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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.

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.

Glamoured Studded Leather Armor rare DDHC-WDH-6 Service Rewards 50th Anniversary Show
Notes:

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Ring of Free Action rare FR-DC-FOS-10 Descendants over Defense FR-DC-FOS-10 Descendants over Defense Show
Notes:

Ring, rare (requires attunement)

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

+2 Shield rare KftGV - Masterpiece Imbroglio Keys from the Golden Vault - Masterpiece Imbroglio #4 Show
Notes:

Armor (shield), rare
6 lb.

AC +2
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Sending Stones uncommon KftGV - Masterpiece Imbroglio Keys from the Golden Vault - Masterpiece Imbroglio #4 Show
Notes:

Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Lantern of Revealing uncommon KftGV - Masterpiece Imbroglio Keys from the Golden Vault - Masterpiece Imbroglio #4 Show
Notes:

Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Necklace of Prayer Beads rare KftGV - Masterpiece Imbroglio Keys from the Golden Vault - Masterpiece Imbroglio #4 Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

Blessing: Bless
Curing: Cure wounds (2nd level) or lesser restoration
Favor: Greater restoration
Wind walking: Wind walk

Rapier +1 uncommon Level 5 Magic Item Level 5 Character Creation Show
Notes:

Weapon (rapier), uncommon

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

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

+2 Amulet of the Devout rare Traded Trade Log 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.