Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Health
rare
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Amulet of the Devout +1
uncommon
Level 5 Gift
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
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.
Arrow-Catching Shield
rare
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.
Bracelet of Rock Magic
very_rare
DDHC-TYP Hidden Shrine of Tamoachan
Show
Notes:
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
rare
DDHC-TYP Hidden Shrine of Tamoachan
Show
Notes:
Wondrous item, rare
While you blow an Eagle Whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Gem of Brightness
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, uncommon
This prism has 50 Charges. While you are holding it, you can use an Action to speak one of three Command words to cause one of the following effects:
The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.
When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Ghost Lantern
rare
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
Wondrous item, rare (requires attunement)
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Grung Ei - Pearl of Power
uncommon
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
While attuned to it you also gain resistance to poison damage.
Helm of Telepathy
uncommon
DDHC-TOA-1: Omu The forbidden City
Show
Notes:
Helm, wondrous (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Immovable Rod
rare
DDHC-TOA-1: Omu The forbidden City
Show
Lantern of Revealing
uncommon
DDHC-WDH-03 Blue Alley
Show
Notes:
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Mace of Terror
rare
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
requires attunement
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
moontouched longsword
common
DDHC-WDH-03 Blue Alley
Show
Ring of Protection (Tomb Gegenstand)
uncommon
DDHC-TOA-1: Tomb of the Nine Gods
Show
Rod of the pact keeper +1
uncommon
DDHC-TYP Hidden Shrine of Tamoachan
Show
Staff of Striking
very_rare
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of the Python
uncommon
DDHC-TOA-1: Tomb of the Nine Gods
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Stone of Golorr
common
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
?
Stone of Luck
uncommon
DDHC-TYP Hidden Shrine of Tamoachan
Show
Tloques Axe
common
DDHC-TYP: Hidden Shrine of Tamoachan
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
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Amulet of Health | rare | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |
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Amulet of the Devout +1 | uncommon | Level 5 Gift | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. 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. |
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Arrow-Catching Shield | rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead. |
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Bracelet of Rock Magic | very_rare | DDHC-TYP Hidden Shrine of Tamoachan | Show | |||
Notes:
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. |
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Eagle Whistle | rare | DDHC-TYP Hidden Shrine of Tamoachan | Show | |||
Notes:
Wondrous item, rare While you blow an Eagle Whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Gem of Brightness | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
Wondrous item, uncommon This prism has 50 Charges. While you are holding it, you can use an Action to speak one of three Command words to cause one of the following effects: The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a bonus Action to repeat the Command word or until you use another function of the gem. |
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Ghost Lantern | rare | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. |
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Grung Ei - Pearl of Power | uncommon | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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Helm of Telepathy | uncommon | DDHC-TOA-1: Omu The forbidden City | Show | |||
Notes:
Helm, wondrous (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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Immovable Rod | rare | DDHC-TOA-1: Omu The forbidden City | Show | |||
Lantern of Revealing | uncommon | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Mace of Terror | rare | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
requires attunement This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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moontouched longsword | common | DDHC-WDH-03 Blue Alley | Show | |||
Ring of Protection (Tomb Gegenstand) | uncommon | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Rod of the pact keeper +1 | uncommon | DDHC-TYP Hidden Shrine of Tamoachan | Show | |||
Staff of Striking | very_rare | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Staff of the Python | uncommon | DDHC-TOA-1: Tomb of the Nine Gods | Show | |||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Stone of Golorr | common | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
? |
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Stone of Luck | uncommon | DDHC-TYP Hidden Shrine of Tamoachan | Show | |||
Tloques Axe | common | DDHC-TYP: Hidden Shrine of Tamoachan | Show |