Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Helm of Telepathy uncommon DDHC-BG:DIA - Avernus DDHC-BG:DIA - Avernus Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.

Instrument of the Bards, Cli Lyre rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

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.

Ring of Fire Resistance rare KftGV - Affair on the Concordant Express (GV Reward) KftGV - Affair on the Concordant Express Show
Notes:

Ring, rare
You have Resistance to Fire damage while wearing this ring. The ring is set with garnet.

+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.

Horn of Valhalla, Silver rare KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
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.

Bowl of Commanding Water Elementals rare DDAL09-07 Diabolical Dive DDAL09-07 Diabolical Dive Show
Notes:

Wondrous item, rare
24 lb.
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl 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 bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.

+1 Studded Leather Armor rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Light armor, rare
13 lb.

AC 12 + Dex
You have a +1 bonus to AC while wearing this armor.

Bracers of Defense rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

+2 Longsword rare DDHC-BG:DIA - Elturel has Fallen DDHC-BG:DIA - Elturel has Fallen Show
Notes:

Weapon, rare
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +2 bonus to attack and damage rolls made with this magic 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.

A longsword blessed by Lathander. Its blade hums with warm light, its runes glow faintly. The hilt, sun-bleached bone and leather, radiates comforting energy.

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.

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

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

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

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

Heward’s Handy Haversack rare DDAL09-09 Ruined Prospects Show
Notes:

Wondrous item, rare
5 lb.
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

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

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

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

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

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

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

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

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

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

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

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

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.

+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.

Rapier of Wounding rare DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles0) DDHC-BG:DIA - Path of Devils Show
Notes:

Weapon, rare (requires attunement)
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

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.