Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
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.
Mace of Terror
rare
KftGV -Fire and Darkness
KftGV -Fire and Darkness
Show
Notes:
Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
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.
Rope of Entanglement
rare
KftGV -Fire and Darkness
KftGV -Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
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.
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.
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.
Belt of Dwarvenkind
rare
KftGV - Heart of Ashes (GV Reward)
KftGV - Heart of Ashes
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.
If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bowl of Commanding Water Elementals | rare | DDAL09-07 Diabolical Dive | DDAL09-07 Diabolical Dive | Show | ||
Notes:
Wondrous item, rare The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons. |
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+1 Studded Leather Armor | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Light armor, rare |
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Bracers of Defense | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
||||||
+2 Longsword | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Weapon, rare 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. |
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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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Arrow-Catching Shield | rare | DDAL09-08 In the Garden of Evil | Show | |||
Notes:
Shield (shield), rare (requires attunement) 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. |
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Heward’s Handy Haversack | rare | DDAL09-09 Ruined Prospects | Show | |||
Notes:
Wondrous item, rare 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. |
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Ring of Free Action | rare | DDAL09-10 Tipping the Scales | DDAL09-10 Tipping the Scales | Show | ||
Notes:
Ring, rare (requires attunement) |
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Staff of Charming | rare | DDAL09-11 Losing Fai | Show | |||
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) 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. |
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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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+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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Rapier of Wounding | rare | DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles0) | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, rare (requires attunement) Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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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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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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Mace of Terror | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
Notes:
Weapon (Mace), rare (requires attunement) 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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Rope of Entanglement | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
Notes:
Wondrous item, rare A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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Brazier of Commanding Fire Elementals | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
Notes:
Wondrous item, rare |
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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) 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. |
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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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Belt of Dwarvenkind | rare | KftGV - Heart of Ashes (GV Reward) | KftGV - Heart of Ashes | Show | ||
Notes:
Wondrous item, rare (requires attunement) Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. |