Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Cloak of Arachnida (w/ Guardian Minor Property) very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement)

Flavor text: 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.

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.

Notes: Resistance: Poison, Set: Innate Speed (Climbing), Control, Buff, Movement, Warding, Outerwear

Tome of Clear Thought very_rare DDHC-TYP Against the Giants - Hall of The Fire Giant (session 3) Show
Notes:

Wondrous Item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Notes: Bonus: Intelligence Score, Bonus: Ability Score Maximum, Buff

Rod of the Pact Keeper +3 very_rare DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) Show
Helm of Brilliance very_rare Trade Log Show
Notes:

Requires Attunement

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.

• As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.

• As long as The Helm has at least one ruby, you have Resistance to fire damage.

• As long as The Helm has at least one fire opal, you can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Vorpal Longsword legendary CCC-DWB-TFG-1 The Frostbane Gardens Show
Notes:

Weapon (longsword), legendary (requires attunement)

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 GM 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.

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

Notes: Bonus: Magic, Damage, Combat, Versatile