Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Sword of Vengeance
uncommon
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Generic variant, major tier, uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse.
This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
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.
Manuel de bonne santé
very_rare
Roll20
CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Ce livre contient des conseils de santé et d'alimentation, et ses mots sont chargés de magie. Si vous passez 48 heures sur une période de 6 jours ou moins à étudier le contenu du livre et pratiquez ses lignes directrices, votre Constitution augmente de 2, tout comme votre maximum pour cette caractéristique. Le manuel perd alors sa magie, mais la retrouvera dans un siècle.
Half-plate +2
very_rare
Trade Log
Show
Anneau de protection (Lien)
rare
Trade Log
Show
Rod of Security
very_rare
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Rod, major tier, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Staff of Thunder and Lightning
very_rare
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning.
When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder.
When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike.
You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap.
You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning.
You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
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.
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.
Pipe de souvenir
common
Roll20
DDHC0-GSM Ghost of Saltmarsh
Show
Notes:
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Orb of Direction
common
Roll20
Trade Log
Show
Notes:
Lorsque vous portez cet orbe, vous pouvez utiliser votre action pour déterminer dans quelle direction est le nord. Cette propriété fonctionne uniquement dans le Plan Matériel.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Sword of Vengeance | uncommon | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
Generic variant, major tier, uncommon (requires attunement) This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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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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Manuel de bonne santé | very_rare | Roll20 | CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
Notes:
Ce livre contient des conseils de santé et d'alimentation, et ses mots sont chargés de magie. Si vous passez 48 heures sur une période de 6 jours ou moins à étudier le contenu du livre et pratiquez ses lignes directrices, votre Constitution augmente de 2, tout comme votre maximum pour cette caractéristique. Le manuel perd alors sa magie, mais la retrouvera dans un siècle. |
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Half-plate +2 | very_rare | Trade Log | Show | |||
Anneau de protection (Lien) | rare | Trade Log | Show | |||
Rod of Security | very_rare | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
Rod, major tier, very rare For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. |
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Staff of Thunder and Lightning | very_rare | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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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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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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Pipe de souvenir | common | Roll20 | DDHC0-GSM Ghost of Saltmarsh | Show | ||
Notes:
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. |
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Orb of Direction | common | Roll20 | Trade Log | Show | ||
Notes:
Lorsque vous portez cet orbe, vous pouvez utiliser votre action pour déterminer dans quelle direction est le nord. Cette propriété fonctionne uniquement dans le Plan Matériel. |