Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Circlet of Blasting
uncommon
DDHC-BG:DIA - Avernus
DDHC-BG:DIA - Avernus
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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.
+1 Mace
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
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Notes:
Weapon, uncommon
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action.
Amulet of Proof against Detection and Location
uncommon
Vollis carries an amulet of proof against detection and location.
DDAL09-01 Escape from Elturel
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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.
Pipes of the Sewers
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Wondrous item, uncommon (requires attunement)
While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.
The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.
Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
| 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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| +1 Mace | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
|
Notes:
Weapon, uncommon 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. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action. |
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| 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) |
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| Pipes of the Sewers | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. |
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