Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Sword of Kas unique DDHC-Vecna Show
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Image

Wondrous item, artifact (requires attunement)

When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it.

For a long time, Kas faithfully served the lich, but as Kas’s power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich’s empire in Vecna’s stead. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby.

The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.

If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.

Random Properties. The Sword of Kas has the following random properties:

1 minor beneficial property (Proficiency: Intimidation)
1 major beneficial property (Projekt Image)
1 minor detrimental property (A deafened creature can’t hear and automatically fails any ability check that requires hearing.)
1 major detrimental property (The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.)

Spirit of Kas. While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.

Sentience. The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common.

Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword’s obsession with those artifacts eventually becomes a fixation for its wielder.

Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Damage: 1d8+3 (1d10+3)
Damage Type: Slashing
Properties: Versatile
Weight: 3
Secondary Damage: 2d10
Secondary Damage Type: Slashing

Velahr´Kerym (Flame Tongue Longsword) rare DDAL 00-02d - Echoes of the Weeping War Trade Log Show
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Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.

These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.

The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

Cloak of Displacement rare CCC-SFBAY-0201 Old Enemies Arise Show
Shield +2 rare DDAL09-19 Fang of Claw Trade Log Show
Notes:

Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
This item can be found in the Dungeon Master’s Guide.

Wand of Web uncommon LN-1 Fuzzytail Farm And The Candygoat Massacre LN-1 Fuzzytail Farm And The Candygoat Massacre Show
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Wand of Web

Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.

Ordine Sage’s Robes uncommon CCC-TAROT-0101 Awakening of Fates CCC-TAROT-0101 Awakening of Fates Show
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(Robe of Useful Items) Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.

Once the last patch is removed, the robe becomes an ordinary garment.

It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the same)

• 4 potions of healing

• a 1st level spell scroll

• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Adamantine Plate Armor uncommon DDAL00-01 Window to the Past Trade Log Show
Notes:

Plate Armor (Adamantine), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.

+1 Amulet of the Devout uncommon Level 5 Trade Log Show
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Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Cloak of Many Fashions common Season 9 Character Creation Trade Log Show
Notes:

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.