Rare
Overview
Rare items are a large leap from the uncommon items. They tend to have two or more abilities attached to them, even some have no charges to them. These items cost on average of 5,000 gold pieces.
Blink Dagger
weapon, attunement
When you hit with this +1 dagger, you can teleport to a location you can see within 10ft of you.
Bracers of Armor
wonderous, attunement
You become proficient with all armor. If you already are you gain a +1 to AC when wearing armor.
Bracers of Weapon Mastery
wonderous, attunement
You become proficient with all weapons. If you already are, you gain a +2 to hit with all weapons.
Cloak of Snagter
wondrous item, rare attunement
This dark greenish cloak seems to have a mind of its own. While you are attuned and wearing this cloak you have a fly speed of 20ft. As a bonus action you can command the cloak to take an action. The cloak has the following features and actions. The cloak obeys all your commands and can detach itself and move on its own. It has a fly speed of 20ft and the only action it can take is move and smother. The cloak has 50 hitpoints and is immune to damage when its being carried or is equipped. If the cloak takes any actions it loses its immunity for 10 minutes. If the cloak drops to 0 hit points it can no longer take actions or be commanded to move until dawn of the next day. While equipped if you drop to 0 hit points, the cloak will watch over you and attempt to smother any hostile creatures.
Damage Transfer: While it is Grappling a creature, the cloak takes only half the damage dealt to it, and the creature Grappled by the cloak takes the other half.
False Appearance: While the cloak remains motionless, it is indistinguishable from a normal cloak.
Actions
Smother: Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is Grappled (escape DC 15). Until this grapple ends, the target is Restrained, Blinded, and at risk of Suffocating, and the cloak can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. If the cloak isnt being worn it also rolls a d8 at the start of its turn. The creature moves half its speed in that direction, if it cannot move the full amount it falls prone.
Coin of Light and Dark
wonderous, attunement
This coin has the moon on one side and sun on the other. By speaking its command word you can cause it to flare to bright light in 40ft or darkness in 40ft. Additionally, as an action, you can toss the coin up to 30ft and call a side. Once it hits it creates Sunlight or Magical Darkness in a 20ft radius. The coin teleports back to you after 1 minute or until you call it back as a bonus action.
Electro Whip
weapon
This +1 whip acts as a conduit for Witch Bolt. When you hit a creature with this whip they are grappled and are under the effects of the Witch Bolt Spell. Escape works with normal grapple rules and when a creature escapes they are no longer under the effects of witch bolt.
Helm of Tongues
wonderous, attunement
While a creature wears this helm, they are under the effects of Tongues.
Homing Bow
weapon
When you miss with an attack with this +1 bow you can use a bonus action to redirect the same arrow against the same creature. When you do reroll your attack.
Quick Step Boots
wonderous
Instead of moving your normal move speed you can Instantly move to a location you can see within your normal walking speed. This isnt a teleport but super fast movement. This does not provoke opportunity attacks and can move over liquid surfaces but are still restrained by physical barriers.
Orb of the Ice Queen
wonderous
Once per day, you can call upon the Queen of Ice. She targets up to 5 creatures and deals 8d8 cold damage to them. This cold damage ignores resistances and immunities.
Orb of Fire Beast
wonderous
Once per day you can summon the King of Fire. It targets up to 5 creatures and deals 8d6 fire damage to them. This fire damage ignores resistances and immunities.
Orb of Elder Lightning
wonderous
Once per day, you can summon the Father of Lightning. It targets up to 5 creatures and deals 8d6 lightning damage to them. This lightning damage ignores resistances and immunities.
Protect Vest
wonderous
While wearing this vest you have resistance to bludgeoning, slashing and piercing damage. This does not count as armor.
Rapier of Revivify
weapon
Once per day, you can use this rapier and speak its command word to cast revivify on a creature you hit.
Sack of Hermit Beans
wonderous
This sack contains 1d4+1 magical beans. When you eat one of these beans you gain one of the following effects. Remove all diseases, remove all conditions, remove all poisons or restore your hit points to half your maximum.
Shovel of Burying
weapon
This +1 Shovel acts like a longsword and has the same stats. If this hits an undead creature then that creature is buried a number of feet equal to the damage. This only works if the ground can be moved through like dirt and sand.
Spyglass of Projection
wonderous
Looking through this spyglass you can use an action to project yourself to the location you are seeing. You can see and hear anything in that area. While you do this, you are blind and deaf to everything around your body. You can maintain this as long as you are looking through the spyglass.
Tools of the Trade
wonderous, attunement
This tool can magically change into any tool you are proficient with and you gain a +5 on all skill checks using this tool.