Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Necklace of Fireballs
rare
Craypt of the Hellriders
DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw
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Notes:
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Spider Staff
rare
Wave Echo Cave
DDHC-LMoP Part4
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Notes:
The Spider Staff of Nezznar
The top of this black, adamantine staff is shaped like a spider.
6 lbs.
Can be wielded as a quarter staff.
Wielder must be attuned to use staff and cast spells.
Wielder deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges used to power spells in staff. With staff in hand may use an action to cast a spell from staff with no components if the spell is on your class spell list.
Spider Climb (1 charge) and Web (2 charges , Spell save DC15)
Staff regains 1d6+4 charges a day. If the last charge is used: The staff is shattered and destroyed on a roll of 1 on a d20.
Location: Party
Belt of the Dwarven Kind
rare
Present of King Iorn Ludwakazar
DDEX2-4 Mayhem in the Earthspur Mines (T2, 4h)
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Notes:
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. A description of this item can be found in the Dungeon Master's Guide.
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Wand of Magic Missles
uncommon
Hellwasp's Nest
DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3 Harumans Hill
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Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Shield +1 (renown)
common
renown
DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw
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Healing Potion
common
DDHC-DIA Baldur’s Gate: Descent into Avernus HC Chapter 1
Show
Wand of Secrets
common
Crypt of the Hellriders
DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw
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Notes:
Wand, uncommon
The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Enduring Spellbook
common
Enduring Spellbook
Purchase Log
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Notes:
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Necklace of Fireballs | rare | Craypt of the Hellriders | DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw | Show | ||
Notes:
Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Spider Staff | rare | Wave Echo Cave | DDHC-LMoP Part4 | Show | ||
Notes:
The Spider Staff of Nezznar 6 lbs. Location: Party |
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Belt of the Dwarven Kind | rare | Present of King Iorn Ludwakazar | DDEX2-4 Mayhem in the Earthspur Mines (T2, 4h) | Show | ||
Notes:
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. A description of this item can be found in the Dungeon Master's Guide. Requires Attunement In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. |
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Wand of Magic Missles | uncommon | Hellwasp's Nest | DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3 Harumans Hill | Show | ||
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. |
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Shield +1 (renown) | common | renown | DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw | Show | ||
Healing Potion | common | DDHC-DIA Baldur’s Gate: Descent into Avernus HC Chapter 1 | Show | |||
Wand of Secrets | common | Crypt of the Hellriders | DDHC-DIA Baldur’s Gate: Descent into Avernus Chapter 3: Kostchtchie’s Maw | Show | ||
Notes:
Wand, uncommon The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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Enduring Spellbook | common | Enduring Spellbook | Purchase Log | Show | ||
Notes:
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. |