Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+1 Battleaxe
uncommon
KftGV - Heart of Ashes
KftGV - Heart of Ashes
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
4 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 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: 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.
+1 Glaive
uncommon
DDHC-BG:DIA - Sword of Zariel
DDHC-BG:DIA - Sword of Zariel
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
You have a +1 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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
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.
+1 Mace
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
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.
+1 Shield
uncommon
KftGV - Heart of Ashes
KftGV - Heart of Ashes
Show
Notes:
Armor (shield), uncommon
6 lb.
AC +2
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
+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.
+1 Wand of the War Mage
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
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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.
+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.
+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 Rod of the Pact Keeper
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
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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.
+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.
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.
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.
Bag of Devouring
very_rare
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
Show
Notes:
Wondrous item, very rare
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
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.
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.
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.
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
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.
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.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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+1 Battleaxe | uncommon | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
Notes:
Weapon, uncommon 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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+1 Glaive | uncommon | DDHC-BG:DIA - Sword of Zariel | DDHC-BG:DIA - Sword of Zariel | Show | ||
Notes:
Weapon, uncommon 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. 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. |
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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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+1 Shield | uncommon | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
Notes:
Armor (shield), uncommon |
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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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+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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+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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+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 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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+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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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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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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Bag of Devouring | very_rare | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Wondrous item, very rare The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
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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. |
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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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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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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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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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Bracers of Defense | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Brazier of Commanding Fire Elementals | rare | KftGV -Fire and Darkness | KftGV -Fire and Darkness | Show | ||
Notes:
Wondrous item, rare |