Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
Blessing of Health
unique
DDHC-BG:DIA - Escape from Avernus
DDHC-BG:DIA - Escape from Avernus
Show
Notes:
Blessing
Your Constitution score increases by 2, up to a maximum of 22
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.
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.
Battle Standard of Infernal Power
very_rare
DDHC-BG:DIA - Escape from Avernus
DDHC-BG:DIA - Escape from Avernus
Show
Notes:
Wondrous item, very rare (requires attunement)
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
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.
Animated Shield
very_rare
Traded
Trade Log
Show
Notes:
Shield (Shield), Very Rare (Requires Attunement)
6 lb.
AC +2
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Amulet of Proof against Detection and Location
uncommon
Vollis carries an amulet of proof against detection and location.
DDAL09-01 Escape from Elturel
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
+3 Silvered Greatsword
very_rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Weapon, very rare
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You have a +3 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.
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.
This Silvered Greatsword once belonged to a Githyanki Knight.
+3 Amulet of the Devout
very_rare
KftGV -Fire and Darkness (GV Reward)
KftGV -Fire and Darkness
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
+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.
+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.
+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.
+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.
+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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Circlet of Blasting | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
|
Notes:
Wondrous item, uncommon |
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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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| 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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| Brazier of Commanding Fire Elementals | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
|
Notes:
Wondrous item, 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) |
||||||
| 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. |
||||||
| Blessing of Health | unique | DDHC-BG:DIA - Escape from Avernus | DDHC-BG:DIA - Escape from Avernus | Show | ||
|
Notes:
Blessing Your Constitution score increases by 2, up to a maximum of 22 |
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| Belt of Fire Giant Strength | very_rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) |
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| 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. |
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| Battle Standard of Infernal Power | very_rare | DDHC-BG:DIA - Escape from Avernus | DDHC-BG:DIA - Escape from Avernus | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. |
||||||
| 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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| Animated Shield | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Shield (Shield), Very Rare (Requires Attunement) |
||||||
| Amulet of Proof against Detection and Location | uncommon | Vollis carries an amulet of proof against detection and location. | DDAL09-01 Escape from Elturel | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
| +3 Silvered Greatsword | very_rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
|
Notes:
Weapon, very rare 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. This Silvered Greatsword once belonged to a Githyanki Knight. |
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| +3 Amulet of the Devout | very_rare | KftGV -Fire and Darkness (GV Reward) | KftGV -Fire and Darkness | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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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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| +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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| +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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| +1 Wand of the War Mage | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a spellcaster) |
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| +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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