Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Blessing of Health
unique
DDHC-BG:DIA - Escape from Avernus
DDHC-BG:DIA - Escape from Avernus
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Notes:
Blessing
Your Constitution score increases by 2, up to a maximum of 22
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.
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.
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.
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.
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.
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.
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.
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
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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.
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
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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.
+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
Show
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.
Mithral Chain Mail
uncommon
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Heavy armor (chain mail), uncommon
55 lb.
AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Cloak of the Bat
rare
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Scintilmorn
rare
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Weapon (Longsword), rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Blessing of Health | unique | DDHC-BG:DIA - Escape from Avernus | DDHC-BG:DIA - Escape from Avernus | Show | ||
|
Notes:
Blessing Your Constitution score increases by 2, up to a maximum of 22 |
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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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| Wand of Secrets | uncommon | DDHC-BG:DIA - Path of Demons | DDHC-BG:DIA - Path of Demons | Show | ||
|
Notes:
Wand, uncommon |
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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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| 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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| 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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| 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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| 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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| 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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| 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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| 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) 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. 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. |
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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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| Mithral Chain Mail | uncommon | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
Notes:
Heavy armor (chain mail), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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| Cloak of the Bat | rare | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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| Scintilmorn | rare | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
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Notes:
Weapon (Longsword), rare (requires attunement) Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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