Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Matalotok
legendary
DDHC-BG:DIA - Escape from Avernus
DDHC-BG:DIA - Escape from Avernus
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Notes:
Weapon
Martial weapon, melee weapon
5 lb.
1d8 Bludgeoning
Versatile (1d10)
Mastery: Push
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. 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: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Battle Standard of Infernal Power
very_rare
DDHC-BG:DIA - Escape from Avernus
DDHC-BG:DIA - Escape from Avernus
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Notes:
Wondrous item, very rare (requires attunement)
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.
Wand of Secrets
uncommon
DDHC-BG:DIA - Path of Demons
DDHC-BG:DIA - Path of Demons
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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.
Dimensional Shackles
rare
DDHC-BG:DIA - Path of Demons
DDHC-BG:DIA - Path of Demons
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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.
Hellfire Greatsword
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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.
Rod of Lordly Might
legendary
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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.
Belt of Fire Giant Strength
very_rare
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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
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Notes:
Light armor, very rare
10 lb.
AC 11 + Dex
You have a +2 bonus to AC while wearing this armor.
Hellfire Javelin
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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.
Ring of X-ray Vision
rare
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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.
Hat of Disguise
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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
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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.
Bag of Devouring
very_rare
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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Notes:
Wondrous item, very rare
This bag 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 take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller 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 DM 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.
Obsidian Flint Dragon Plate
legendary
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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
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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.
Charm of Many Tongues
unique
DDHC-BG:DIA - Path of Devils (Diabolical Deal with Asmodeus)
DDHC-BG:DIA - Path of Devils
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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.
Rapier of Wounding
rare
DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles0)
DDHC-BG:DIA - Path of Devils
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Notes:
Weapon, rare (requires attunement)
Martial weapon, melee weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+1 Glaive
uncommon
DDHC-BG:DIA - Sword of Zariel
DDHC-BG:DIA - Sword of Zariel
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Notes:
Weapon, uncommon
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
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.
Eversmoking Bottle
uncommon
DDHC-BG:DIA - Sword of Zariel
DDHC-BG:DIA - Sword of Zariel
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Notes:
Wondrous item, uncommon
As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Manual of Bodily Health
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
D&D Adventurers League Service Awards 2025v2
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Notes:
Wondrous item, very rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Matalotok | legendary | DDHC-BG:DIA - Escape from Avernus | DDHC-BG:DIA - Escape from Avernus | Show | ||
Notes:
Weapon 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. 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: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
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Battle Standard of Infernal Power | very_rare | DDHC-BG:DIA - Escape from Avernus | DDHC-BG:DIA - Escape from Avernus | Show | ||
Notes:
Wondrous item, very rare (requires attunement) 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. |
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Wand of Secrets | uncommon | DDHC-BG:DIA - Path of Demons | DDHC-BG:DIA - Path of Demons | Show | ||
Notes:
Wand, uncommon |
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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. |
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Hellfire Greatsword | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, uncommon 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. |
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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. |
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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) |
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+2 Leather | rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Light armor, very rare |
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Hellfire Javelin | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, uncommon 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. |
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Ring of X-ray Vision | rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Ring, rare (requires attunement) 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. |
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Hat of Disguise | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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+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) |
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Bag of Devouring | very_rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Wondrous item, very rare 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 take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller 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 DM 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. |
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Obsidian Flint Dragon Plate | legendary | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Heavy armor (plate armor), legendary 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. |
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Gauntlets of Flaming Fury | rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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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. |
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Rapier of Wounding | rare | DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles0) | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, rare (requires attunement) Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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+1 Glaive | uncommon | DDHC-BG:DIA - Sword of Zariel | DDHC-BG:DIA - Sword of Zariel | Show | ||
Notes:
Weapon, uncommon 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. 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. |
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Eversmoking Bottle | uncommon | DDHC-BG:DIA - Sword of Zariel | DDHC-BG:DIA - Sword of Zariel | Show | ||
Notes:
Wondrous item, uncommon Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute. |
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Manual of Bodily Health | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | D&D Adventurers League Service Awards 2025v2 | Show | ||
Notes:
Wondrous item, very rare |