Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Rope of Entanglement (R) rare Service rewards Show
Notes:

Rope of Entanglement
Wondrous Item, rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).

A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

Bloodwell vial +1 (U-A) uncommon AL lvl 5 item DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey Show
Notes:

Source: Tasha's Cauldron of Everything

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Miltiade's Shield (VR) very_rare CCC-BMG-13 PHLAN 1-1 Sepulture CCC-BMG-13 PHLAN 1-1 Sepulture Show
Notes:

Armor (Shield), Very Rare

While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.

This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious.

Last Light of Northkeep (Candle of the Deep) (C) common CCC-BMW-02-City in the Dephts CCC-BMW-02-City in the Dephts Show
Notes:

Last Light of Northkeep (Candle of the Deep)

Wondrous object, Common

This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel.

Necklace of Adaptation (U-A) uncommon CCC-RPSG-02 Ooze next? CCC-RPSG-02 Ooze next? Show
Notes:

Necklace of Adaptation
Wondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

+1 Scale Mail (R) rare DDHC-GoS Chapter 6 The Final Enemy DDHC-GoS Chapter 6 The Final Enemy Show
Notes:

Made of magically strengthened driftwood with coral embellishments.

Cloak of the Manta Ray (U-A) uncommon DDHC-GoS Chapter 6 The Final Enemy DDHC-GoS Chapter 6 The Final Enemy Show
Notes:

Cloak of the Manta Ray
Wondrous item, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Berserkers Greataxe (R-A) rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (Greataxe), Rare (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Cube of Force (R-A) rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.

The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.

Cube of Force Faces
Spell Charge Cost
Mage Armor
1
Shield
1
Tiny Hut
3
Private Sanctum
4
Resilient Sphere
4
Wall of Force
5

Javelin of Backbiting (VR-A) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Scimitar of Vengeance (U-A) uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (Scimitar), Uncommon (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

Defender Halberd (L-A) legendary DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (Halberd), Legendary (Requires Attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Rod of Alertness (VR-A) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Rod, Very Rare (Requires Attunement)

This rod has the following properties.

Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.

Spells. While holding the rod, you can cast the following spells from it:

Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.

The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.

Staff of Power (VR-A) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Flying Carpet 4 ft. × 6 ft. 400 lb. 60 feet (VR) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, Very Rare

You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.

Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Ring of Necrotic resistance (R) rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Ring, Rare

You have Resistance to Necrotic damage while wearing this ring. The gemstone in the ring is jet.

Manual of Quickness of Action (VR) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, Very Rare

This book contains coordination and balance exercises, 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 Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

Staff of Fire (VR-A) very_rare FR-DC-ARCON-08 FR-DC-ARCON-08 In the Troll King's Vault Show
Notes:

Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have Resistance to Fire damage while you hold this staff.

Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

Earhorn of Hearing (C) common FR-DC-ARCON-08 FR-DC-ARCON-08 In the Troll King's Vault Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the Deafened condition on you.

Sentinel shield (U) uncommon Ghost of Saltmarsh DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey Show
Notes:

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.