Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Greataxe +1 weapon common Purchase Log Show
Notes:

Renown Item

Cloak of Archanida common DDAL09-12 Breath of Life Show
Notes:

Requires Attunement

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

• You have resistance to poison damage.

• You have a climbing speed equal to your walking speed.

• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.

This item is found in the Dungeons Master’s Guide.
This cloak has been in Avernus for ages and been worn
in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash
of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Javelin of Lightning uncommon DDHC-TYP Tales from the Yawning Portal Show
Notes:

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Belt of Stone Giant Strength very_rare DDAL09-12 Vast Emptiness of Grace Show
Notes:

Belt of Stone Giant Strength
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide.
This belt is made of iron plates riveted to a wide belt of burnished leather, and buckled with a series of straps gilt in polished steel. While worn, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.

Dwarven Plate very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Cape of Cold resistance rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

King Snurre's cape requires attunement and grants the wearer resistance to cold damage.

Dragon Slayer rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Show
Notes:

Vorpal Scimitar

Martial Weapon, Melee Weapon, Major, Legendary (Requires Attunement)

Damage: 1d6 slashing

Properties: finesse, light

Weight: 3 lbs.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Flavour.

This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles.

Finesse.

When making an attack with a finesse weapon, you 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.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Belt of Storm Giant Strength legendary Trade Log Show
Notes:

Belt of Storm Giant Strength
Wondrous item, legendary (requires attunement),
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Found On: Magic Item Table I

Tome of Understanding very_rare Trade Log Show
Greater Silver Sword legendary PO-BK-1-08 - Dark Side of the Rune Show
Notes:

Greater Silver Sword
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
Martial weapon, melee weapon
6 lb. 2d6 slashing - heavy, two-handed

This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.