Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Horn of Valhalla, Silver
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
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Notes:
Wondrous item, rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.
A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.
+2 Rod of the Pact Keeper
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
2 lb.
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Wand of Magic Missiles
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
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.
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.
+1 Glaive
uncommon
DDHC-BG:DIA - Sword of Zariel
DDHC-BG:DIA - Sword of Zariel
Show
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.
Champion’s Hemorbrand
very_rare
DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles)
DDHC-BG:DIA - Path of Devils
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Notes:
Bloodshed Greatsword, Weapon (Greatsword), Very Rare (Requires Attunement)
Look: A razor-straight greatsword of black-iron glass (like frozen obsidian) with faint red “heat lines” inside the metal. The carnelian in the hilt is a sealed infernal lens engraved with Mephistopheles’ blood rune—more contract than gem.
Baseline (Con mod to damage):
Not “you’re sturdy so you hit harder,” but: your vitality is collateral—the sword’s edge is fed by the Champion’s endurance. The blade “recognizes” a resilient body as worthy fuel.
Invoking the Rune: The Blood Mantle (your key ask)
When you invoke the rune, it’s not just light—it's a sanctioned infernal phenomenon:
Invocation narration (universal):
"The rune snaps open like a clause being read aloud. Your heartbeat stutters once—then answers. A pressurized burst of blood erupts from pores, scars, and the corners of your eyes, but it doesn’t fall. It whips outward in a tight orbit, dragged into a spiral around the blade like a red comet’s tail. The sword hums, satisfied—precision purchased."
Scaling the “amount depends on Hit Dice spent”
Use these descriptions keyed to how many Hit Dice are rolled/spent.
For the attack roll boost (spend 1 HD):
A single arterial ribbon lashes out of your chest/forearms and braids around the edge.
Sound: a wet snap followed by a clean, glassy ring as it “hardens.”
Visual: crimson light “ticks” along the blade like a metronome.
If the hit lands and you add damage with more HD:
1 HD
The blood mantle thickens into a second coil. Droplets stop falling and become tiny barbed motes that orbit the edge like red shrapnel held in place by will alone.
2–4 HD
The coils compress into layered plates—a lacquered, ceremonial armor along the fuller and edge. The blade looks wider without changing size, like reality is being persuaded to give it more surface to cut with.
5–7 HD
The plating fractures into a segmented halo of crimson ribs that “click” into alignment with each heartbeat. Each segment briefly shows infernal glyphs—contract-letters that flash and vanish as the sword bites.
8–10 HD
The blood becomes a howling helix, shaping a phantom greatsword silhouette around the real one. Every swing leaves a crimson afterimage that lags half a heartbeat behind, as if the strike is being co-signed by something larger than you.
11–13 HD
The phantom silhouette gains weight and detail: a second edge, jagged and regal, like a crowned executioner’s blade made of living ink. The air around the sword warps with heatless pressure; nearby droplets and dust get dragged into orbit, forming a brief crimson corona.
14–16 HD
The mantle achieves its final clause: the blood erupts into a cathedral of motion—spiraling spines, plates, and helixes that assemble into a towering, translucent infernal greatblade around yours. For an instant, it’s as if Mephistopheles’ own hand is over yours—your strike arrives in two layers: the steel, then the verdict. The afterimage doesn’t fade so much as snap shut, like a contract sealed.
Optional Mephistopheles flair (pure narration):
The blood briefly forms infernal script midair—contract-letters that dissolve into sparks.
A faint voice like distant opera: “Worthy.” (or the user hears their own name spoken perfectly)
“Champion of Mephistopheles” Thematic Hooks (no mechanical changes)
The Worthiness Test
The sword subtly judges:
If you hesitate, the rune’s glow dims like disappointment.
If you commit, it purrs—like a patron pleased with a decisive champion.
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.
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.
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.
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.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Horn of Valhalla, Silver | rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Wondrous item, rare A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands. |
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| +2 Rod of the Pact Keeper | rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Rod, rare (requires attunement by a warlock) In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Wand of Magic Missiles | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Wand, uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Scintilmorn | rare | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
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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| 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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| +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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| Champion’s Hemorbrand | very_rare | DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles) | DDHC-BG:DIA - Path of Devils | Show | ||
|
Notes:
Bloodshed Greatsword, Weapon (Greatsword), Very Rare (Requires Attunement) Look: A razor-straight greatsword of black-iron glass (like frozen obsidian) with faint red “heat lines” inside the metal. The carnelian in the hilt is a sealed infernal lens engraved with Mephistopheles’ blood rune—more contract than gem. Baseline (Con mod to damage): Invoking the Rune: The Blood Mantle (your key ask)When you invoke the rune, it’s not just light—it's a sanctioned infernal phenomenon: Invocation narration (universal): "The rune snaps open like a clause being read aloud. Your heartbeat stutters once—then answers. A pressurized burst of blood erupts from pores, scars, and the corners of your eyes, but it doesn’t fall. It whips outward in a tight orbit, dragged into a spiral around the blade like a red comet’s tail. The sword hums, satisfied—precision purchased." Scaling the “amount depends on Hit Dice spent” Use these descriptions keyed to how many Hit Dice are rolled/spent. For the attack roll boost (spend 1 HD): A single arterial ribbon lashes out of your chest/forearms and braids around the edge. Sound: a wet snap followed by a clean, glassy ring as it “hardens.” Visual: crimson light “ticks” along the blade like a metronome. If the hit lands and you add damage with more HD: 1 HD The blood mantle thickens into a second coil. Droplets stop falling and become tiny barbed motes that orbit the edge like red shrapnel held in place by will alone. 2–4 HD The coils compress into layered plates—a lacquered, ceremonial armor along the fuller and edge. The blade looks wider without changing size, like reality is being persuaded to give it more surface to cut with. 5–7 HD The plating fractures into a segmented halo of crimson ribs that “click” into alignment with each heartbeat. Each segment briefly shows infernal glyphs—contract-letters that flash and vanish as the sword bites. 8–10 HD The blood becomes a howling helix, shaping a phantom greatsword silhouette around the real one. Every swing leaves a crimson afterimage that lags half a heartbeat behind, as if the strike is being co-signed by something larger than you. 11–13 HD The phantom silhouette gains weight and detail: a second edge, jagged and regal, like a crowned executioner’s blade made of living ink. The air around the sword warps with heatless pressure; nearby droplets and dust get dragged into orbit, forming a brief crimson corona. 14–16 HD The mantle achieves its final clause: the blood erupts into a cathedral of motion—spiraling spines, plates, and helixes that assemble into a towering, translucent infernal greatblade around yours. For an instant, it’s as if Mephistopheles’ own hand is over yours—your strike arrives in two layers: the steel, then the verdict. The afterimage doesn’t fade so much as snap shut, like a contract sealed. Optional Mephistopheles flair (pure narration):The blood briefly forms infernal script midair—contract-letters that dissolve into sparks. A faint voice like distant opera: “Worthy.” (or the user hears their own name spoken perfectly) “Champion of Mephistopheles” Thematic Hooks (no mechanical changes)The Worthiness Test The sword subtly judges: If you hesitate, the rune’s glow dims like disappointment. If you commit, it purrs—like a patron pleased with a decisive champion. |
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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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| 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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| 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 | ||
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Notes:
Wand, uncommon (requires attunement by a spellcaster) |
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| Hellfire Javelin | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
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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 | ||
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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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| Ring of X-ray Vision | rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
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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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| Obsidian Flint Dragon Plate | legendary | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
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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 | ||
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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 | ||
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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 | ||
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Notes:
Light armor, very rare |
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