Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Warhammer +2 rare 12b Service Hours Awarded_Repeatable Rare Weapon reward + 50000 Gold Service Hours Awards_+2 Weapon (Repeatable) Show
Notes:

You gain +2 to attacks and damage while using this weapon.

☐ Potion of Fire Breath common DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities Show
☐ Potion of Healing common DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities Show
☐ Pipes of the Sewers uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities Show
☐ Mace +1 - sheds bright light 5', dim 5' uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities Show
☐ Shield of the Hidden Lord legendary DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 1-A Tale of Two Cities Show
Notes:

The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.

While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.

Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:

The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can’t use it again until the next dawn.
Gargauth’s Personality. Gargauth desperately seeks freedom but can’t escape on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.

While trapped in the shield, Gargauth carefully steers the shield’s current owner toward committing acts of cruelty and domination, hoping to condemn the individual’s soul to the Nine Hells. Conflict occurs if the shield’s owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.

Gargauth doesn’t know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.

Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Notes: Bonus: Armor Class, Resistance: Fire

☐ Spell Scroll of Remove Curse uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen Show
Notes:

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

☐ Potion of Frost Giant Strength rare DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen Show
Notes:

Potion, rare

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a frost giant.

☐ Longsword +1 uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen Show
Notes:

You have +1 to attack and damage rolls with this weapon.

☐ Spell Scroll of Mass Healing Word uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen Show
Notes:

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

☐ Spell Scroll of Tongues uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 2: Elturel Has Fallen Show
Notes:

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

☐ Charm of Vitality uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 4: Sword of Zariel Show
Notes:

One use that mimics Potion of Vitality

☐ Circlet Of Blasting uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

☐ Bag of Devouring very_rare DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Wondrous Item, very rare
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

☐ Hat of Disquise uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

☐ Wand of the War Mage +1 uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

☐ Hellfire Greatsword common DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Weapon (any), uncommon

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).

☐ Hellfire Javelin uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
Notes:

Weapon (any), uncommon

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).

☐ Potion of Greater Healing uncommon DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 3: Avernus Show
☐ Sword of Zariel (destroyed) legendary DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 4: Sword of Zariel DDHC-DIA Baldur's Gate: Descent into Avernus: Chapter 4: Sword of Zariel Show
Notes:

Sword of Zariel
Weapon (longsword), Artifact (requires attunement by a creature the sword deems worthy)

This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism.

Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:

Angelic Language. You can speak, read, and write Celestial.

Celestial Resistance. You have resistance to necrotic and radiant damage.

Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.

Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.

New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.

Personality Trait

8

I like everything clean and organized.

Ideals

d6

Ideal

1

Charity. I always help those in need. (Good)

Bond

1

I have a favorite religious hymn that I constantly hum.

Flaw

1

I am too quick to judge others.

Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light. As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.

Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.

-Proficient in Performance
-+1 AC

Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. The sword communicates by transmitting emotion to the creature carrying or wielding it.

Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.

Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.