Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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.

Scintilmorn rare DDHC-DotMM-18 Dungeon Level 18 DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

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

1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

+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.

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.

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.

Ring of Telekinesis very_rare KftGV -Fire and Darkness KftGV -Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.

Manual of Bodily Health very_rare CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Tome of Leadership and Influence very_rare DDEP07-02 Drums of the Dead D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

+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.

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.

Helm of Devil Command very_rare DDHC-BG:DIA - Escape from Avernus DDHC-BG:DIA - Escape from Avernus Show
Notes:

Wondrous item, very rare (requires attunement by a creature that can speak Infernal)
This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.

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.

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.

Obsidian Flint Dragon Plate legendary DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Heavy armor (plate armor), legendary
65 lb.

AC 18
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.