Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

Ring of the Ram (R-A) rare CCC-GHC-07 The River Runs Red CCC-GHC-07 The River Runs Red Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

"Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring."

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.

Tyr's Justice (Greatsword +2) (R) rare CCC-GHC-08 Death in the Ruins CCC-GHC-08 Death in the Ruins Show
Notes:

Tyr's Justice (Greatsword +2)
Weapon (Greatsword), Rare
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.

HISTORY

From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peace in his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr’s most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed “Tyr’s Justice”. During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman’s sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try’s holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin’s predominant belief: “Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be.” GLORY BE TO YOU ALMIGHTY LORD OF JUSTICE. IN YOU, LORD, I PUT MY TRUST; MAY I NEVER BE PUT TO SHAME. IN YOUR JUSTICE, SET ME FREE, TURN YOUR EAR TO ME; MAKE HASTE TO RESCUE ME. BE MY RAMPART, MY FORTIFICATION; KEEP ME SAFE. FOR YOU ARE MY STRENGTH AND MY REFUGE, I KNOW YOU WILL HELP ME. INTO YOUR HANDS, I COMMEND MY SPIRIT: YOU HAVE REDEEMED ME, LORD GOD OF JUSTICE.

+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.

+1 breastplate (R) rare Ghost of Saltmarsh: Tammeraut’s Fate Ghost of Saltmarsh: Tammeraut’s Fate Show
Notes:

Breastplate +1
Armor (medium), rare

You have a +1 bonus to AC while wearing this armor.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

AC: 15 + Dex modifier (max +2)
Weight: 20

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

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.

Amulet of Health (R-A) rare Trade Bahiira Trade Log Show
Notes:

Requires Attunement Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution score is already 19 or higher.

Folding boat (R) rare Ghosts of Saltmarsh, Tammerauth’s fate Ghosts of Saltmarsh, Tammerauth’s fate Show
Notes:

Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Ring of Free Action (R-A) rare Ghosts of Saltmarsh, Tammerauth’s fate Ghosts of Saltmarsh, Tammerauth’s fate Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry

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.

Wand of Magic Missiles (U) uncommon Ghost of Saltmarsh - The Final Enemy Ghost of Saltmarsh - The Final Enemy Show
Notes:

Wand of Magic Missiles
Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.