Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Circlet of Blasting uncommon DDHC-BG:DIA - Avernus DDHC-BG:DIA - Avernus Show
Notes:

Wondrous item, uncommon
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.

Dimensional Shackles rare DDHC-BG:DIA - Path of Demons DDHC-BG:DIA - Path of Demons Show
Notes:

You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. 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 take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.

Wand of Secrets uncommon DDHC-BG:DIA - Path of Demons DDHC-BG:DIA - Path of Demons Show
Notes:

Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Arrow-Catching Shield rare DDAL09-08 In the Garden of Evil Show
Notes:

Shield (shield), rare (requires attunement)
6 lb.

AC +2
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.

Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

Ring of Free Action rare DDAL09-10 Tipping the Scales DDAL09-10 Tipping the Scales Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Staff of Charming rare DDAL09-11 Losing Fai Show
Notes:

Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can use any of its properties:

Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC.

Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.

Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Hat of Disguise uncommon DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

+1 Wand of the War Mage uncommon DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Hellfire Javelin uncommon DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Weapon, uncommon
Simple weapon, melee weapon
2 lb.

1d6 Piercing
Thrown (30/120 ft.)
Mastery: Slow
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.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Hellfire Greatsword uncommon DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
6 lb.

2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
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.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Ring of X-ray Vision rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Ring, rare (requires attunement)
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.

Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

Rod of Lordly Might legendary DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword).

If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn.

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

Only Asmodeus recipient of Mahadis Deal and its direct descendants can attune to this item.

Obsidian Flint Dragon Plate legendary DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Heavy armor (plate armor), legendary
65 lb.

AC 18
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.

Gauntlets of Flaming Fury rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wondrous item, rare (requires attunement)
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.

Belt of Fire Giant Strength very_rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

+2 Leather rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Light armor, very rare
10 lb.

AC 11 + Dex
You have a +2 bonus to AC while wearing this armor.

Charm of Many Tongues unique DDHC-BG:DIA - Path of Devils (Diabolical Deal with Asmodeus) DDHC-BG:DIA - Path of Devils Show
Notes:

Charm

You can speak and understand all languages, you gain proficiency in the Deception and Persuasion skills, and you can add double your normal proficiency bonus when using those skills. This charm vanishes from you when you die.

Gloamscar, Greatsword of the Mad God very_rare DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles) DDHC-BG:DIA - Path of Devils Show
Notes:

Weapon (Greatsword), Very Rare (Requires Attunement)
Martial Weapon, Melee Weapon
Weight: 6 lb.
Damage: 2d6 Slashing
Properties: Heavy, Two-Handed
Mastery: Graze

Appearance & vibe: The blade is mirror-dark steel that never quite reflects the truth—faces in it look subtly wrong, like they’re wearing someone else’s expression. The pommel holds a shard of smoky amethyst etched with Cyric’s Unname: a twisting sigil that hurts to remember after you look away. When drawn, the air tastes of iron and old prayers betrayed.

Mad God’s Due

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Reflavor: The sword doesn’t feed on strength or skill—it feeds on survival, on the stubborn refusal to die before your enemy does. Every hit is a sacrament of endurance and spite.

Invoking the Unname

When you target a creature with an attack using this weapon, you can invoke the blade’s sigil, causing it to flare with bruise-purple light and infusing your strike with blasphemous certainty. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the sigil after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage.

Once the sigil has been invoked, it can’t be invoked again until the next dawn.

Reflavor: Invoking the Unname is a whispered “prayer” that is really a confession of intent—murder justified by a lie you tell yourself. The Hit Dice aren’t “healing potential” in this moment; they’re stolen fates and withheld mercy, burned as fuel to make the world agree with you for one perfect strike.

Little roleplay touches (optional, but fun)

Tell, don’t show: When you invoke the sigil, the target briefly sees their own allies behind you—then realizes too late it was only shadow and suggestion.

After the hit: The purple flare collapses into a thin, black-red line that crawls along the fuller of the blade like ink—like a signature on a death warrant.

Cyric’s “approval”: On a big damage spend, the sword might make a sound like a stifled laugh… or a sob… depending on what lie you needed to believe to swing.

Figurine of Wondrous Power, Bronze Griffon rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Mace of Terror rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.