Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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

Rod of Lordly Might legendary DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword).

If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn.

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

Only Asmodeus recipient of Mahadis Deal and its direct descendants can attune to this item.

Matalotok legendary DDHC-BG:DIA - Escape from Avernus DDHC-BG:DIA - Escape from Avernus Show
Notes:

Weapon
Martial weapon, melee weapon
5 lb.

1d8 Bludgeoning
Versatile (1d10)
Mastery: Push
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.

You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.

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: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

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.

+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.

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.

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.

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.

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.

+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.

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.

Gloamscar, Greatsword of the Mad God very_rare DDHC-BG:DIA - Path of Devils (Diabolical Deal with Mephistopheles) DDHC-BG:DIA - Path of Devils Show
Notes:

Weapon (Greatsword), Very Rare (Requires Attunement)
Martial Weapon, Melee Weapon
Weight: 6 lb.
Damage: 2d6 Slashing
Properties: Heavy, Two-Handed
Mastery: Graze

Appearance & vibe: The blade is mirror-dark steel that never quite reflects the truth—faces in it look subtly wrong, like they’re wearing someone else’s expression. The pommel holds a shard of smoky amethyst etched with Cyric’s Unname: a twisting sigil that hurts to remember after you look away. When drawn, the air tastes of iron and old prayers betrayed.

Mad God’s Due

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Reflavor: The sword doesn’t feed on strength or skill—it feeds on survival, on the stubborn refusal to die before your enemy does. Every hit is a sacrament of endurance and spite.

Invoking the Unname

When you target a creature with an attack using this weapon, you can invoke the blade’s sigil, causing it to flare with bruise-purple light and infusing your strike with blasphemous certainty. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the sigil after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon’s damage.

Once the sigil has been invoked, it can’t be invoked again until the next dawn.

Reflavor: Invoking the Unname is a whispered “prayer” that is really a confession of intent—murder justified by a lie you tell yourself. The Hit Dice aren’t “healing potential” in this moment; they’re stolen fates and withheld mercy, burned as fuel to make the world agree with you for one perfect strike.

Little roleplay touches (optional, but fun)

Tell, don’t show: When you invoke the sigil, the target briefly sees their own allies behind you—then realizes too late it was only shadow and suggestion.

After the hit: The purple flare collapses into a thin, black-red line that crawls along the fuller of the blade like ink—like a signature on a death warrant.

Cyric’s “approval”: On a big damage spend, the sword might make a sound like a stifled laugh… or a sob… depending on what lie you needed to believe to swing.

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.

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.

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.

Ring of Fire Resistance rare KftGV - Affair on the Concordant Express (GV Reward) KftGV - Affair on the Concordant Express Show
Notes:

Ring, rare
You have Resistance to Fire damage while wearing this ring. The ring is set with garnet.

Gem of Seeing rare DDAL09-05 Faces of Fortune Show
Notes:

Wondrous item, rare (requires attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).

The gem regains 1d3 expended charges daily at dawn.

Gauntlets of Flaming Fury rare DDHC-BG:DIA - Path of Devils DDHC-BG:DIA - Path of Devils Show
Notes:

Wondrous item, rare (requires attunement)
While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.