Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
+1 shortsword uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
+1 Glaive uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
Boots of Striding and Springing uncommon DDHC-TYP White Plume Mountain Trade Log Show
eversmoking bottle 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.

potion of invisibility rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
potion of frost giant strength rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
bracers of defense rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
+2 Spear rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
3 spell scrolls (mass healing word, remove curse, and tongues) rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
Dimensional Shackles rare DDHC-DIA Baldur's Gate:Descent into Avernus DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Necklace of Fireballs rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
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.

Ring of Evasion rare DDAL-DRW-16 Uprising Trade Log Show
Mantle of Spell Resistance *Guardian rare WBW-DC-PHP-FROST-02 A Spark from the Ashes Trade Log Show
Spell Scroll of Greater Restoration rare DDAL07-14 Fathomless Depths of Ill Intent Show
Potion of Speed rare CCC-BMG-37 HULB3-1 - Weakness of Rock Show
Oil of Etherealness rare PO-BK1-6 Beyond the Starry Veil Show
Far Realm Shard rare PO-BK1-6 Beyond the Starry Veil PO-BK1-6 Beyond the Starry Veil Show
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.

Unlocked Magic Items