Troubled Legacy Magic Items
Cloak of Mists
Wondrous Item, rare (requires attunement)
A cloak of dull grey and white interwoven strands, the cloak of mists wraps concealing fogs around the wearer to hide them from sight. While you wear this cloak with its hood up you have advantage on Dexterity (Stealth) checks made to hide. Additionally, while in areas that are lightly obscured by fog, mist, smoke, rain, or other misty or gaseous phenomena, you may attempt to hide using Stealth as a bonus action. Pulling the hood up or down requires an action.
You may also use the cloak of mists to cast misty step. You regain this ability after you complete a short or long rest.
Staff of the Owl
Staff, rare (requires attunement by a spellcaster)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and dissolves into owl feathers, which scatter to the winds.
Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge, owls only), speak with animals (1 charge, owls only), animal messenger (2 charges), darkvision (2 charges), conjure animals (3 charges, to summon either eight giant owls or eight swarms of owls [stats as swarm of ravens]), or fly (3 charges). You can use a reaction to expend 1 of the staff's charges to cast feather fall, as well.
Wand of Cure Wounds
Wand, Uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend up to a maximum of 3rd level.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.