Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Bracers of defense +2 (R, A) rare Temples of cold DDHC- TYP Dead in Thay Show
Notes:

Bracers Of Defense
adventuring gear (wondrous item, arms)
Category: Items
Item Rarity: Rare
Modifiers: Ac +2

Staff of Power (VR, A) very_rare Tomb of horrors DDHC-TYP tomb of horrors Show
Notes:

Requires Attunement by a Sorcerer, Warlock, or Wizard

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack Rolls.

The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges.

Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus:
Cone of Cold (5 charges),
Fireball (5th-level version, 5 charges),
Globe of Invulnerability (6 charges),
Hold Monster (5 charges),
Levitate (2 charges).
Lightning Bolt (5th-level version, 5 charges),
Magic Missile (1 charge),
Ray of Enfeeblement (1 charge), or
Wall of Force (5 charges).

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

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 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 8 x the number of Charges in the staff

11 to 20 ft. away — 6 x the number of Charges in the staff

21 to 30 ft. away — 4 x the number of Charges in the staff

Tome of Charisma (VR) very_rare Tomb of horrors DDHC-TYP tomb of horrors Show
Notes:

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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Carpet of flying 60ft (VR) very_rare Tomb of horrors DDHC-TYP tomb of horrors Show
Notes:

You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that 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.

d100 Size Capacity Flying Speed
01-20 3 ft. x 5 ft. 200 lb. 80 feet
21-55 4 ft. x 6 ft. 400 lb. 60 feet
56-80 5 ft. x 7 ft. 600 lb. 40 feet
81-100 6 ft. x 9 ft. 800 lb. 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.

Ring of regeneration (VR, A) very_rare Tomb DDHC-TYP tomb of horrors Show
Notes:

Requires Attunement

While wearing this ring, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Telekinesis (VR,A) very_rare DDHC-CM 10 Kandlekeep Dekonstruktion/trade Miranda Trade Log Show
Notes:

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Ioun stone of regen (L,A) legendary DDEX03-04 It’s all in the Blood DDEX03-04 It’s all in the Blood Show
Notes:

Requires Attunement - note LEGENDARY so can only claim in tier 4

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

flavour: This ioun stone is a pearly white spindle that orbits around your head when activated.

Vorpal long sword (L, A) legendary DDAL00-12d The Devil’s Song (Infernal Encounters) DDAL00-12d The Devil’s Song (Infernal Encounters) Show
Notes:

Requires Attunement

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Ollamh Harp (L, A) legendary DDAL00-12d The Devil’s Song (Infernal Encounters) DDAL00-12d The Devil’s Song (Infernal Encounters) Show
Notes:

Wondrous item, legendary (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, confusion, control weather, fire storm

Tome of the Stilled Tongue (L, A) legendary Doomvault DDHC- TYP Dead in Thay Show
Notes:

Wondrous item, legendary (requires attunement by a wizard)

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn.

While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.

Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.