Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
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.

Bag of Devouring very_rare DDHC-DIA Baldur’s Gate: Descent into Avernus DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Hat of Disguise uncommon DDHC-DIA Baldur’s Gate: Descent into Avernus Show
+1 wand of the war mage uncommon DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Rod of Lordly might legendary DDHC-DIA Baldur’s Gate: Descent into Avernus DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Potions of Greater healing x2 uncommon DDHC-DIA Baldur’s Gate: Descent into Avernus 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.

Fane Eater common DDHC-DIA Baldur’s Gate: Descent into Avernus DDHC-DIA Baldur’s Gate: Descent into Avernus Show
Notes:

Weapon (battleaxe), legendary (requires attunement by an evil cleric or paladin)

Fane-Eater is a battleaxe belonging to Arkhan the Cruel

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.

+1 shortsword uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
+1 Glaive uncommon DDHC-DIA Baldur's Gate:Descent into Avernus Show
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.

eversmoking bottle 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

Battle standard of Infernal Power very_rare DDHC-DIA Baldur's Gate:Descent into Avernus Show
Notes:

This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

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.

potion of healing (superior) common DDAL05-14 Reeducation (T3) 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.

Potions of healing x6 common DDHC-DIA Baldur's Gate:Descent into Avernus Show
Ring of Evasion rare DDAL-DRW-16 Uprising Trade Log Show

Unlocked Magic Items