Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Gray Robe of the Archmagi
legendary
Trade Log
Show
Notes:
Originally crafted druring the height of Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath's arcane sigil mixed with the sigil of Mystryl.
This elegant garment is made from exquisite cloth gray, and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A gray robe was made for neutral. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on Saving Throws against spell and other magical Effects.
• Your spell save DC and spell Attack bonus each increase by 2.
Figurine of Wondrous Power, Obsidian Steed
very_rare
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Wondrous item, major tier, very rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Obsidian Steed.
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine merveilleuse (Bronze)
rare
Trade Log
Show
Notes:
Une figurine merveilleuse est une statuette de bête suffisamment petite pour être placée dans une poche. Si vous utilisez une action pour prononcer le mot de commande et lancez la figurine au sol dans un rayon de 18 mètres autour de vous, celle-ci devient une créature vivante. Si l'espace est déjà occupé par une autre créature ou s'il n'y a pas assez d'espace, la figurine ne prend pas la forme d'une créature.
La créature est amicale avec vous et vos compagnons. Elle comprend vos langues et obéit à vos ordres audibles. Si vous ne donnez aucun ordre, la créature se défend mais n'effectue aucune autre action. Se reporter au Manuel des Monstres pour les caractéristiques, sauf pour la mouche géante.
La créature existe pour une durée spécifique à chaque statuette. À la fin de cette durée, la créature reprend la forme de la statuette. Elle reprend la forme de la figurine plus tôt si elle tombe à 0 pv ou si vous utilisez une action pour prononcer le mot de commande tout en la touchant. Quand la créature redevient une statuette, ses propriétés ne peuvent être de nouveau utilisées avant un certain temps, spécifié dans la description de la statuette :
Griffon de bronze (Rare). Cette statuette de bronze représente un griffon rampant. Elle peut devenir un griffon pour une durée maximale de 6 heures. Une fois utilisée, elle ne peut l'être à nouveau avant 5 jours.
Cosmic Chasuble (Robe of Stars)
very_rare
Roll20
CCC-TRI-28 ROSE1-3 - Siege of the Yellow Rose
Show
Notes:
An exquisite ritual gown, this deep blue garment is covered in finely detailed embroidery depicting suns, stars, moons, planets and other heavenly bodies. At night, these embroidered ornaments swirl and whirl, traveling slowly across the robe’s fibers. If you sleep in it, you dream of far worlds and alien landscapes. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile at a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item can be found in the Dungeon Master’s Guide.
Cadeau d'Ubtao (Staff of the Magi)
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power—and all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
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 × 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 Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process.
Bowl of Commanding Water Elementals
rare
Trade Log
Show
Notes:
Une fois ce bol rempli d'eau, vous pouvez utiliser une action pour prononcer son mot de commande et convoquer un élémentaire de l'eau comme si vous aviez lancé le sort invocation d'élémentaire. Le bol ne peut être utilisé de nouveau de cette façon avant le prochain lever du soleil.
Il fait environ 30 centimètres de diamètre et la moitié en profondeur, pèse 1,5 kg et peut contenir environ 12 litres.
Fluff : Unremarkable at first glance, this bowl’s metallic blue finish shifts and swirls subtly and slowly when examined. The basin’s command phrase is inscribed in Primordial (Aquan) with glyphs inlaid in silver along its inside lip. Being able to read or understand Primordial is not needed to use the bowl’s magic, as merely focusing on the bowl reveals its command phrase:
From the Plane of Water, I wrench thee.
From the Archomental, I bind thee
Bloodwell vial +3
very_rare
wbw-dc-aug-01 Last Hour
WBW- Alas Came The Fox Night - P1 - Anciennes Coutumes
Show
Notes:
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.
Berserker Axe
rare
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Generic variant, major tier, rare (requires attunement)
You gain a +1 bonus to attack 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 axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Bâton de puissance
very_rare
Roll20
Trade Log
Show
Notes:
Ce bâton peut être utilisé comme un bâton (arme) magique conférant un bonus de +2 aux jets d'attaque et de dégâts effectués avec lui. Tant que vous le tenez, vous gagnez un bonus de +2 à la Classe d'Armure, aux jets de sauvegarde, et aux jets d'attaque avec un sort.
Le bâton possède 20 charges pour les propriétés suivantes. Le bâton récupère 2d8 + 4 charges dépensées chaque jour au lever du soleil. Si vous dépensez la dernière charge, lancez un d20. Sur un résultat de 1, le bâton conserve son bonus de +2 aux jets d'attaque et de dégâts mais perd toutes ses autres propriétés. Sur un résultat de 20, le bâton récupère 1d8 + 2 charges.
Frappe surpuissante. Lorsque vous touchez lors d'une attaque au corps à corps en utilisant le bâton, vous pouvez dépenser 1 charge pour infliger 1d6 dégâts de force supplémentaires à la cible.
Sorts. Tant que vous tenez ce bâton, vous pouvez utiliser une action pour dépenser 1 ou plus de ses charges afin de lancer l'un des sorts suivants depuis le bâton, vous utilisez votre propre DD au jet de sauvegarde des sorts et votre bonus d'attaque avec un sort : cône de froid (5 charges), boule de feu (emplacement de sort niveau 5, 5 charges), globe d'invulnérabilité (6 charges), immobilisation de monstre (5 charges), lévitation (2 charges), éclair (emplacement de sort niveau 5, 5 charges), projectile magique (1 charge), rayon affaiblissant (1 charge) ou mur de force (5 charges).
Frappe vengeresse. Vous pouvez utiliser une action pour briser le bâton contre votre genou ou contre une surface solide, déclenchant alors la frappe vengeresse. Le bâton est détruit et libère la magie qui lui reste en une formidable explosion qui recouvre une zone sphérique de 9 mètres de rayons centrée sur lui.
Vous avez 50 % de chance de voyager instantanément vers un plan d'existence aléatoire, échappant alors à l'explosion. Si vous ne parvenez pas à éviter l'effet, vous subissez un montant de dégâts de force égal à 16 x le nombre de charges dans le bâton. Toutes les autres créatures dans la zone doivent effectuer un jet de sauvegarde de Dextérité DD 17. En cas d'échec au jet de sauvegarde, une créature subit un montant de dégâts basé sur la distance entre elle et l'épicentre de l'explosion, comme indiqué sur la table ci-dessous. En cas de jet de sauvegarde réussi, une créature ne subit que la moitié des dégâts prévus.
Arrows +2 x12 (Consommables)
common
DDAL07-17 Cauldron of Sapphire
Show
Anneau de protection (Lien)
rare
Trade Log
Show
Amulet of the Devout +1
uncommon
Objet de renom S11
Show
Notes:
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Gray Robe of the Archmagi | legendary | Trade Log | Show | |||
Notes:
Originally crafted druring the height of Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath's arcane sigil mixed with the sigil of Mystryl. This elegant garment is made from exquisite cloth gray, and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A gray robe was made for neutral. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment. You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. • You have advantage on Saving Throws against spell and other magical Effects. • Your spell save DC and spell Attack bonus each increase by 2. |
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Figurine of Wondrous Power, Obsidian Steed | very_rare | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
Wondrous item, major tier, very rare The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. |
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Figurine merveilleuse (Bronze) | rare | Trade Log | Show | |||
Notes:
Une figurine merveilleuse est une statuette de bête suffisamment petite pour être placée dans une poche. Si vous utilisez une action pour prononcer le mot de commande et lancez la figurine au sol dans un rayon de 18 mètres autour de vous, celle-ci devient une créature vivante. Si l'espace est déjà occupé par une autre créature ou s'il n'y a pas assez d'espace, la figurine ne prend pas la forme d'une créature. |
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Cosmic Chasuble (Robe of Stars) | very_rare | Roll20 | CCC-TRI-28 ROSE1-3 - Siege of the Yellow Rose | Show | ||
Notes:
An exquisite ritual gown, this deep blue garment is covered in finely detailed embroidery depicting suns, stars, moons, planets and other heavenly bodies. At night, these embroidered ornaments swirl and whirl, traveling slowly across the robe’s fibers. If you sleep in it, you dream of far worlds and alien landscapes. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile at a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item can be found in the Dungeon Master’s Guide. |
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Cadeau d'Ubtao (Staff of the Magi) | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power—and all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. |
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Bowl of Commanding Water Elementals | rare | Trade Log | Show | |||
Notes:
Une fois ce bol rempli d'eau, vous pouvez utiliser une action pour prononcer son mot de commande et convoquer un élémentaire de l'eau comme si vous aviez lancé le sort invocation d'élémentaire. Le bol ne peut être utilisé de nouveau de cette façon avant le prochain lever du soleil. |
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Bloodwell vial +3 | very_rare | wbw-dc-aug-01 Last Hour | WBW- Alas Came The Fox Night - P1 - Anciennes Coutumes | Show | ||
Notes:
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. |
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Berserker Axe | rare | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
Generic variant, major tier, rare (requires attunement) This axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Bâton de puissance | very_rare | Roll20 | Trade Log | Show | ||
Notes:
Ce bâton peut être utilisé comme un bâton (arme) magique conférant un bonus de +2 aux jets d'attaque et de dégâts effectués avec lui. Tant que vous le tenez, vous gagnez un bonus de +2 à la Classe d'Armure, aux jets de sauvegarde, et aux jets d'attaque avec un sort. |
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Arrows +2 x12 (Consommables) | common | DDAL07-17 Cauldron of Sapphire | Show | |||
Anneau de protection (Lien) | rare | Trade Log | Show | |||
Amulet of the Devout +1 | uncommon | Objet de renom S11 | Show | |||
Notes:
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. |