Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Clothes of Mending
common
DDHC-DIA-Decent into Avernus
Show
Cloak of Displacement
rare
Trade Log
Show
Notes:
Cloak of Displacement wondrous item, major tier, rare (requires attunement) Value/Weight: Details: While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Found On: Magic Item Table G This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” A description of this item can be found in Player Handout 5.
Weapon +2 (Glaive)
rare
Trade Log
Show
Rod of Lordly Might
legendary
DDHC-DIA-Decent ínto Avernus
Show
Notes:
In a Devils Humerus inlaid are 7 Buttons to form a Rod of Lordly Might, once a Button is Pressed the Rod Transforms under Devilish Hissing into the weapon or Tool, always Tailored from finely carved Bone and Inscriptions of the Pain the Weapon will Bring, the Fire from the Flametongue transformation glows a Foreboding Green
Rod of Lordly Might
Requires Attunement
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to Attack and damage roll made with it. The rod has Properties associated with six different buttons that are set in a row along the haft. It has three other Properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a Bonus Action. A button's Effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a Flame Tongue as a fiery blade sprouts from the end opposite the rod's flanged head.
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to Attack and Damage Rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to Attack and Damage Rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a Ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength Checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a Location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of Hit Points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is Frightened of you for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. This property can't be used again until the next dawn.
Obsidian Flint Dragon Plate
legendary
DDHC-DIA-Decent ínto Avernus
Show
Notes:
Obsidian Flint Dragon Plate
Armor (plate), legendary
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself
Belt of Firegiant Strengh
very_rare
DDHC-DIA-Decent ínto Avernus
Show
Notes:
Belt of Fire Giant Strength
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to a score of 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Made out of the Hide of a Barbed Dragon
The Belt Buckle has a clasp made out of Dragon Claws
The runes are Infernal
Fane-Eater
legendary
DDHC-DIA-Decent ínto Avernus
Show
Notes:
Source: Baldur's Gate - Descent into Avernus
Weapon (battleaxe), legendary (requires attunement by an evil cleric or paladin)
Fane-Eater is a battleaxe belonging to Arkhan the Cruel (BG:DA, page 111).
You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.
Matalotok
legendary
DDHC-DIA-Decent ínto Avernus
Show
Notes:
Matalotok
Weapon (warhammer), legendary (requires attunement)
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage
Dwarven Plate +2
very_rare
CCC-TRI-10 - Contact
Show
Notes:
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. This item can be found in the Dungeon Master’s Guide.
Tome of Influence and Leadership
very_rare
Trade Log
Show
Wounderous Figurine - Obsidian Steed
very_rare
Trade Log
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Sword of Vengance Rapier
uncommon
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Notes:
Sword of Vengeance
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Ring of Protection
uncommon
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Ring of Psychic Resistance
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Rod of the Pactkeeper +3
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Staff of Power
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Efreeti Bottle
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Cape of the Mounterbank
rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Tome of Understanding
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Spear of Backbite
very_rare
DHC Tales from the Yawning Portal: Tomb of Horrors
Show
Notes:
Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Clothes of Mending | common | DDHC-DIA-Decent into Avernus | Show | |||
Cloak of Displacement | rare | Trade Log | Show | |||
Notes:
Cloak of Displacement wondrous item, major tier, rare (requires attunement) Value/Weight: Details: While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Found On: Magic Item Table G This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” A description of this item can be found in Player Handout 5. |
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Weapon +2 (Glaive) | rare | Trade Log | Show | |||
Rod of Lordly Might | legendary | DDHC-DIA-Decent ínto Avernus | Show | |||
Notes:
In a Devils Humerus inlaid are 7 Buttons to form a Rod of Lordly Might, once a Button is Pressed the Rod Transforms under Devilish Hissing into the weapon or Tool, always Tailored from finely carved Bone and Inscriptions of the Pain the Weapon will Bring, the Fire from the Flametongue transformation glows a Foreboding Green Rod of Lordly Might This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to Attack and damage roll made with it. The rod has Properties associated with six different buttons that are set in a row along the haft. It has three other Properties as well, detailed below. Six Buttons: You can press one of the rod's six buttons as a Bonus Action. A button's Effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a Flame Tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to Attack and Damage Rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to Attack and Damage Rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a Ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength Checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a Location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of Hit Points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze: When you hit a creature with a melee Attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on a success. This property can't be used again until the next dawn. Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is Frightened of you for 1 minute. A Frightened target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. This property can't be used again until the next dawn. |
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Obsidian Flint Dragon Plate | legendary | DDHC-DIA-Decent ínto Avernus | Show | |||
Notes:
Obsidian Flint Dragon Plate You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself |
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Belt of Firegiant Strengh | very_rare | DDHC-DIA-Decent ínto Avernus | Show | |||
Notes:
Belt of Fire Giant Strength While wearing this belt, your Strength score changes to a score of 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Made out of the Hide of a Barbed Dragon |
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Fane-Eater | legendary | DDHC-DIA-Decent ínto Avernus | Show | |||
Notes:
Source: Baldur's Gate - Descent into Avernus Weapon (battleaxe), legendary (requires attunement by an evil cleric or paladin) Fane-Eater is a battleaxe belonging to Arkhan the Cruel (BG:DA, page 111). You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. |
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Matalotok | legendary | DDHC-DIA-Decent ínto Avernus | Show | |||
Notes:
Matalotok Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage |
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Dwarven Plate +2 | very_rare | CCC-TRI-10 - Contact | Show | |||
Notes:
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. This item can be found in the Dungeon Master’s Guide. |
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Tome of Influence and Leadership | very_rare | Trade Log | Show | |||
Wounderous Figurine - Obsidian Steed | very_rare | Trade Log | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. |
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Sword of Vengance Rapier | uncommon | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Notes:
Sword of Vengeance Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Ring of Protection | uncommon | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Ring of Psychic Resistance | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Rod of the Pactkeeper +3 | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Staff of Power | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Efreeti Bottle | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Cape of the Mounterbank | rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Tome of Understanding | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Spear of Backbite | very_rare | DHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Notes:
Spear of Backbiting Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. |