Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hellfire Javelin
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
Show
Notes:
Weapon, uncommon
Simple weapon, melee weapon
2 lb.
1d6 Piercing
Thrown (30/120 ft.)
Mastery: Slow
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
+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.
Hat of Disguise
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
+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.
Hellfire Greatsword
uncommon
DDHC-BG:DIA - Path of Devils
DDHC-BG:DIA - Path of Devils
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
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.
+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.
Helm of Telepathy
uncommon
DDHC-BG:DIA - Avernus
DDHC-BG:DIA - Avernus
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.
Wand of Secrets
uncommon
DDHC-BG:DIA - Path of Demons
DDHC-BG:DIA - Path of Demons
Show
Notes:
Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
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.
Wand of Magic Missiles
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
+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.
Gloves of Thievery
uncommon
Murder Room. In a hidden panel in the east bookshelf.
DDAL09-03 Hungry Shadows
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Mithral Chain Mail
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Heavy armor, uncommon
55 lb.
AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Headband of Intellect
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Periapt of Health
uncommon
Chesserie, grateful for the adventurers’ assistance.
DDAL09-04 Day of the Devil
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
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.
Eyes of the Eagle
uncommon
Old wooden box
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage.
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.
Wand of Magic Missiles
uncommon
DDHC-BG:DIA - Avernus
DDHC-BG:DIA - Avernus
Show
Notes:
Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
+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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Hellfire Javelin | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, uncommon Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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+1 Shield | uncommon | KftGV - Heart of Ashes | KftGV - Heart of Ashes | Show | ||
Notes:
Armor (shield), uncommon |
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Hat of Disguise | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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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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Hellfire Greatsword | uncommon | DDHC-BG:DIA - Path of Devils | DDHC-BG:DIA - Path of Devils | Show | ||
Notes:
Weapon, uncommon Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. 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. |
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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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Helm of Telepathy | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Wand of Secrets | uncommon | DDHC-BG:DIA - Path of Demons | DDHC-BG:DIA - Path of Demons | Show | ||
Notes:
Wand, uncommon |
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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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Wand of Magic Missiles | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Wand, uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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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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Gloves of Thievery | uncommon | Murder Room. In a hidden panel in the east bookshelf. | DDAL09-03 Hungry Shadows | Show | ||
Notes:
Wondrous item, uncommon |
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Mithral Chain Mail | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Heavy armor, uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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Headband of Intellect | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Periapt of Health | uncommon | Chesserie, grateful for the adventurers’ assistance. | DDAL09-04 Day of the Devil | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. |
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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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Eyes of the Eagle | uncommon | Old wooden box | DDAL09-02 Stopped at the Gate | Show | ||
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage. |
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Circlet of Blasting | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
Notes:
Wondrous item, uncommon |
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Wand of Magic Missiles | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
Notes:
Wand, uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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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. |