Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Poison (Torpor) 3 doses common DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Poison (Midnight Tears) worth 1,500gp common DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Plate +2 , Bone (Druid Friendly) very_rare CCC-JGD-01 Left Black & Blue Trade Log Show
Pipe of the Sewers uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
orb of the stein rune rare DDAL05-14 Reeducation (T3) Show
Notes:

This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person.

Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can't be petrified.

Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

opal of the ild rune rare DDAL05-14 Reeducation (T3) Show
Notes:

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Oil of Etherealness rare PO-BK1-6 Beyond the Starry Veil Show
Obsidian Flint Dragon Plate legendary DDHC-DIA Baldur’s Gate: Descent into Avernus DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Notes:

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.

The wearer has disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Necklace of Fireballs rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
Matalotok, the Frost Father legendary DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

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.

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.

Manual of Quickness of Action very_rare CCC-BMG-37 HULB3-1 - Weakness of Rock CCC-BMG-37 HULB3-1 - Weakness of Rock Show
Mantle of Spell Resistance *Guardian rare WBW-DC-PHP-FROST-02 A Spark from the Ashes Trade Log Show
mace +1, Light uncommon DDHC-DIA DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action.

Iron Flask legendary DDHC-DIA Baldur's Gate:Descent into Avernus DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

Infernal Tack legendary DDHC-DIA Baldur's Gate:Descent into Avernus DDHC-DIA Baldur's Gate:Descent into Avernus Show
Helm of Telepathy uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
Hat of Disguise uncommon DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Golden Feather - summon Planar Ally very_rare DDHC-DIA Baldur's Gate:Descent into Avernus DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

summon Zariel and Lulu once as an action in service for up to 1 hour

Gauntlets of Flaming Fury rare DDHC-DIA Baldur’s Gate: Descent into Avernus DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Notes:

Wondrous item, rare (requires attunement) Worn by Torgor: While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Frostbrand Greatsword very_rare DDHC-TYP Against the Giants: The Glacial Rift of the Frost Giant Jarl Trade Log Show

Unlocked Magic Items