Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-03 Six Swords Unbound Show
Notes:

(+2 Rapier with Guardian minor property)
This is one of marilith S’Sheneth’rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times to put itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Bag of Beans rare Dungeon of the Dead Three DDHC-BGDIA Baldur's Gate: Descent into Avernus (Dungeon of the Dead Three) Show
Wings of Flying rare Negotiated with Siblings of Teshwave. We take wings and return boat, tell Lord's Alliance the Siblings are dead and wanted posters are cancelled. CCC-TRI-04 Roc 1-2 Birds of a Feather Show
Notes:

The cloak is made of well-kept roc feathers and silk thread. When activated, roc wings sprout from your back, though the wingspan is only 10 feet instead of a roc’s normal 200 foot wingspan.
While smaller, the shadow they cast is of a roc’s full wingspan of 200 feet.

Efreeti Chain legendary Trade Log Show
Notes:

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task.

Unlocked Magic Items

Name Rarity ▲ Tier Location Table Result Source
Weapon of Warning - Whip uncommon 1 Traded from a strange old woodcutter in a cabin in the woods. CCC-GHC-BK2-10 Into the Dark Black Forest Show
Notes:

The handle of the whip is emblazoned with the symbol of a skeletal bat, its wings stretched out over a crescent moon laying with its wingtips pointed upward.

This whip warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The whip magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.