Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Cloak of Darkest Depths (Cloak of the Manta Ray) uncommon CCC-HAL-06 House of Silent Tides Show
Notes:

Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Language minor property: While wearing this cloak, the bearer can speak and understand Undercommon.

Ring of Mind Shielding uncommon CCC-MTL-02 House of Revenance Show
Notes:

Ring, Uncommon (Requires Attunement)
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Cloak of Protection uncommon CCC-HAL-05 House of Blades Show
Notes:

Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Language Minor Property: While wearing this cloak, the bearer can speak and understand Undercommon.

Stone of Good Luck (Luckstone) uncommon Service Reward: Reward as Player Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Amulet Of The Devout +2 rare Service Reward: Rare Show
Notes:

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.

Sword of Wounding rare Trade Log Show
Notes:

Weapon (any sword), rare (requires attunement)
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Necklace of Prayer Beads rare FR-DC-CONMAR-00 Color of Dragons Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
The necklace is made of black pearls mixed with copper-coloured pearls made from dragon scales.
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 by rolling on the table below. 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.

1d20 Bead Spell
1–6 | Bead of Blessing Bless
7–12 | Bead of Curing Cure Wounds (level 2 version)
13–16 | Bead of Favor Greater Restoration
17–18 | Bead of Smiting Shining Smite
19 | Bead of Summons Guardian of Faith
20 | Bead of Wind Walking Wind Walk

  • Two Beads of Blessing (Bless)
  • One Bead of Cure (Cure Wounds level 2 version)
  • One Bead of Wind Walking.

Minor Property Sentinel (Dragons): The necklace glows faintly when dragons are within 120 feet of the wearer.

Stone of Controlling Earth Elementals rare Trade Log Show
Notes:

Wondrous Item, Rare
While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.

Elven Chain Mail rare FR-DC-CONMAR-04 The Lair of a Dragon (Playtest) Show
Notes:

Armor (Chain Mail), Rare
This armor is magnificent elven handiwork from a long time ago, but it has gotten a hint of sulfur smell that you cannot get rid of. "Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it."

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Driftwood Staff (Staff of Healing) rare Trade Log Show
Notes:

Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 Charges. While holding it, 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 Spellcasting ability modifier: Cure Wounds (1 charge per Spell Level, up to 4th), Lesser Restoration (2 charges), Mass Cure Wounds (5 charges).

The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.

This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

Necklace of Prayer Beads rare Trade Log Show
Notes:

Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical 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.
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.

Bead types
Roll | Name | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | randing Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk

Beads in this Prayer Beads
1 x Blessing
1 x Curing
1 x Favor
1 x Summons
1 x Wind Walking

Amulet of Health rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Figurines of Wondrous Power – Ivory Goats rare CCC-BMG-16 ELMW1-1 The Sage of Cormanthor 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.

Ivory Goats (Rare).
These old figurines are three brown and white goats with long flopp ears. When in goat form, the goats loudly bleat and give disadvantage to stealth checks for their owner.
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.