Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Brazier of Commanding Fire Elementals
rare
KftGV -Fire and Darkness
KftGV -Fire and Darkness
Show
Notes:
Wondrous item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.
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):
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.
Circlet of Blasting
uncommon
DDHC-BG:DIA - Avernus
DDHC-BG:DIA - Avernus
Show
Notes:
Wondrous item, uncommon
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.
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.
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.
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.
Eyes of the Eagle
uncommon
Old wooden box
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage.
Figurine of Wondrous Power, Bronze Griffon
rare
KftGV -Fire and Darkness
KftGV -Fire and Darkness
Show
Notes:
Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Flame Tongue Longsword
rare
KftGV - Heart of Ashes
KftGV - Heart of Ashes
Show
Notes:
Weapon, rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Gambler's Blade Greatsword
rare
Traded
Trade Log
Show
Notes:
Weapon, rare (requires attunement)
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the 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.
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.
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.
Gem of Seeing
rare
DDAL09-05 Faces of Fortune
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
The gem regains 1d3 expended charges daily at dawn.
Glamoured Studded Leather
rare
DDAL09-06 Infernal Insurgency
DDAL09-06 Infernal Insurgency
Show
Notes:
Light armor (studded leather armor), rare
13 lb.
AC 12 + Dex
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Made from tough yet flexible giant abyssal crocodile hide leather, studded with what look to be teeth to make it studded leather.
Gloves of Thievery
uncommon
Murder Room. In a hidden panel in the east bookshelf.
DDAL09-03 Hungry Shadows
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Gold Dragon Scale Mail
very_rare
KftGV - Heart of Ashes
KftGV - Heart of Ashes
Show
Notes:
Medium armor (scale mail), very rare (requires attunement)
45 lb.
AC 14 + Dex (max 2)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.
Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.
The wearer has Disadvantage on Dexterity (Stealth) checks.
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.
Headband of Intellect
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
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.
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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Brazier of Commanding Fire Elementals | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare |
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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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| Circlet of Blasting | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
|
Notes:
Wondrous item, uncommon |
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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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| 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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| 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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| Eyes of the Eagle | uncommon | Old wooden box | DDAL09-02 Stopped at the Gate | Show | ||
|
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage. |
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| Figurine of Wondrous Power, Bronze Griffon | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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| Flame Tongue Longsword | rare | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
|
Notes:
Weapon, rare (requires attunement) 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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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| Gambler's Blade Greatsword | rare | Traded | Trade Log | Show | ||
|
Notes:
Weapon, rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the 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. 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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| 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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| Gem of Seeing | rare | DDAL09-05 Faces of Fortune | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise). The gem regains 1d3 expended charges daily at dawn. |
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| Glamoured Studded Leather | rare | DDAL09-06 Infernal Insurgency | DDAL09-06 Infernal Insurgency | Show | ||
|
Notes:
Light armor (studded leather armor), rare Made from tough yet flexible giant abyssal crocodile hide leather, studded with what look to be teeth to make it studded leather. |
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| Gloves of Thievery | uncommon | Murder Room. In a hidden panel in the east bookshelf. | DDAL09-03 Hungry Shadows | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Gold Dragon Scale Mail | very_rare | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
|
Notes:
Medium armor (scale mail), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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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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| Headband of Intellect | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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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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| 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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