Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
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.
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.
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.
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.
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.
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.
Spear of Backbiting
very_rare
Roll20
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Show
Notes:
Simple weapon (spear), melee weapon, 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.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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.
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.
Traité d'autorité et d'influence
very_rare
Roll20
Trade Log
Show
Notes:
Ce livre contient des conseils pour influencer et charmer les autres, 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 Charisme augmente de 2, tout comme votre maximum pour cette caractéristique. Le manuel perd alors sa magie, mais la retrouvera dans un siècle.
Staff of Striking
very_rare
Roll20
DDAL07-12 In Search of Secrets
Show
Notes:
This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item can be found in the Dungeon Master’s Guide.
This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.)
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.
Horn of Valhalla (Brass)
rare
Roll20
CCC-GAD02-03 Arena of champion
Show
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Skeggöx (+3 battleaxe)
very_rare
DDAL05-8 Durlag’sTower
Show
Notes:
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.
Lyre de Cli
rare
Roll20
DDHC00-Ghosts of Saltmarsh-The Styes
Show
Notes:
Un instrument de barde est un magnifique exemplaire dans sa catégorie, supérieur à un instrument ordinaire sous tous rapports. Sept types de ces instruments existent, chacun nommé d'après un légendaire collège bardique. La table suivante liste les sorts spécifiques à chacun des instruments ainsi que leur rareté. Une créature qui tente de jouer d'un instrument sans y être liée doit réussir un jet de sauvegarde de Sagesse DD 15 sous peine de subir 2d4 dégâts psychiques.
Vous pouvez utiliser une action pour jouer de l'instrument et lancer l'un de ses sorts. Une fois que l'instrument a été utilisé pour lancer un sort, il ne peut pas être réutilisé pour lancer ce sort avant le prochain lever du soleil. Les sorts utilisent votre caractéristique d'incantation ainsi que votre DD au jet de sauvegarde des sorts.
Si vous jouez de l'instrument tout en lançant un sort qui charme sa ou ses cibles en cas d'échec au jet de sauvegarde, la cible a dans ce cas un désavantage à son jet de sauvegarde. Cet effet ne s'applique que si vous lancez un sort qui possède une composante somatique ou matérielle.
Staff of the Magi
legendary
Roll20
Trade Log
Show
Notes:
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
Ring of Telekinesis
very_rare
Trade Log
Show
Notes:
Lorsque vous portez cet anneau, vous pouvez lancer le sort télékinésie à volonté, mais vous ne pouvez cibler que des objets qui ne sont pas portés ou transportés.
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.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
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. |
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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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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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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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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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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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Spear of Backbiting | very_rare | Roll20 | DDHC-TYP Tales from the Yawning Portal - Tomb of Horror | Show | ||
Notes:
Simple weapon (spear), melee weapon, very rare (requires attunement) 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. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 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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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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Traité d'autorité et d'influence | very_rare | Roll20 | Trade Log | Show | ||
Notes:
Ce livre contient des conseils pour influencer et charmer les autres, 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 Charisme 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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Staff of Striking | very_rare | Roll20 | DDAL07-12 In Search of Secrets | Show | ||
Notes:
This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it. |
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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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Horn of Valhalla (Brass) | rare | Roll20 | CCC-GAD02-03 Arena of champion | Show | ||
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. |
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Skeggöx (+3 battleaxe) | very_rare | DDAL05-8 Durlag’sTower | Show | |||
Notes:
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide. This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. |
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Lyre de Cli | rare | Roll20 | DDHC00-Ghosts of Saltmarsh-The Styes | Show | ||
Notes:
Un instrument de barde est un magnifique exemplaire dans sa catégorie, supérieur à un instrument ordinaire sous tous rapports. Sept types de ces instruments existent, chacun nommé d'après un légendaire collège bardique. La table suivante liste les sorts spécifiques à chacun des instruments ainsi que leur rareté. Une créature qui tente de jouer d'un instrument sans y être liée doit réussir un jet de sauvegarde de Sagesse DD 15 sous peine de subir 2d4 dégâts psychiques. |
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Staff of the Magi | legendary | Roll20 | Trade Log | Show | ||
Notes:
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). 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. |
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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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Ring of Telekinesis | very_rare | Trade Log | Show | |||
Notes:
Lorsque vous portez cet anneau, vous pouvez lancer le sort télékinésie à volonté, mais vous ne pouvez cibler que des objets qui ne sont pas portés ou transportés. |
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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. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table ▲
Result
Source
Epée longue +1
uncommon
1
Roll20
Lost in mine of phandelver
Show
Gantelets de puissance d'Ogre (Lien)
uncommon
2
Roll20
DDHC-LMOP Lost Mine of Phandelver
Show
Notes:
Votre Force est de 19 tant que vous portez ces gantelets. Les gantelets n'ont aucun effet sur vous si votre Force est de 19 ou plus sans eux.
Bouclier +1
uncommon
2
Roll20
DDHC-LMOP Lost Mine of Phandelver
Show
Notes:
Si vous tenez en main ce bouclier, vous obtenez un bonus à la CA déterminé par la rareté du bouclier. Ce bonus vient en plus du bonus normal du bouclier à la CA.
Berserker Flail Weapon
rare
2
Roll20
CCC-UCON-01 - Blood and Fog
Show
Notes:
This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers. A description of this item can be found in the Dungeon Master’s Guide. Description from Dungeon Master’s Guide (this text may be updated in future errata): 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 flail 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 flail, 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 flail 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.
Dague de Venin
rare
2
Roll20
DDAL05-17 Hartkiller's Horn
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
The Shroud of the Mourning Warrior (+1 Scale Mail)
rare
2
Roll20
DDAL05-13 Jarl Rising
Show
Notes:
You have a bonus to AC while wearing this armor.
The bonus is determined by its rarity. This item is
found in the Dungeon Master's Guide.
This suite of scale mail armor is fashioned out of
slivers of wood—each engraved with Giant runes of
death and lament, and sewn onto a backing of black
leather. The armor resizes to fit its wearer.
Bâton des forêts
rare
2
Roll20
Trade Log
Show
Notes:
Ce bâton peut être manié comme un bâton magique qui octroie un bonus de +2 à l'attaque et aux dégâts. Lorsque vous le tenez, vous obtenez un bonus de +2 aux jets d'attaque des sorts.
Le bâton possède 10 charges pour les propriétés suivantes. Il récupère 1d6 + 4 charges dépensées chaque jour à l'aube. Lorsque vous dépensez la dernière charge, lancez un d20. Sur un 1, le bâton perd ses propriétés et devient un simple bâton non magique.
Sorts. Vous pouvez utiliser une action pour dépenser une ou plusieurs des charges du bâton et jeter l'un des sorts suivants depuis celui-lui, en utilisant le DD de sauvegarde de vos sorts : amitié avec les animaux (1 charge), éveil (5 charges), peau d'écorce (2 charges), localisation d'animaux ou de plantes (2 charges), communication avec les animaux (1 charge), communication avec les plantes (3 charges) ou mur d'épines (6 charges).
Vous pouvez également utiliser une action pour lancer le sort passage sans trace depuis le bâton sans utiliser aucune charge.
Forme d'arbre. Vous pouvez utiliser une action pour planter une extrémité du bâton dans de la terre fertile et dépenser une charge pour le transformer en un arbre sain. L'arbre fait 18 mètres de haut, son tronc fait 1,50 mètre de diamètre et ses branches s'étalent au sommet sur un rayon de 7,50 mètres. L'arbre apparaît ordinaire mais dégage une faible aura de magie de transmutation s'il est ciblé par détection de la magie. Tout en touchant l'arbre et en utilisant une autre action pour prononcer le mot de commande, vous pouvez faire reprendre au bâton sa forme normale. Toute créature dans l'arbre tombe alors.
Angel Sting (Dancing Sword) (lien)
very_rare
3
Roll20
CCC-GHC-BK1-10 - The Heart of Shadow
Show
Notes:
Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. This item can be found on page 161 of the Dungeon Master's Guide
Name | Rarity | Tier | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|---|
Epée longue +1 | uncommon | 1 | Roll20 | Lost in mine of phandelver | Show | ||
Gantelets de puissance d'Ogre (Lien) | uncommon | 2 | Roll20 | DDHC-LMOP Lost Mine of Phandelver | Show | ||
Notes:
Votre Force est de 19 tant que vous portez ces gantelets. Les gantelets n'ont aucun effet sur vous si votre Force est de 19 ou plus sans eux. |
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Bouclier +1 | uncommon | 2 | Roll20 | DDHC-LMOP Lost Mine of Phandelver | Show | ||
Notes:
Si vous tenez en main ce bouclier, vous obtenez un bonus à la CA déterminé par la rareté du bouclier. Ce bonus vient en plus du bonus normal du bouclier à la CA. |
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Berserker Flail Weapon | rare | 2 | Roll20 | CCC-UCON-01 - Blood and Fog | Show | ||
Notes:
This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers. A description of this item can be found in the Dungeon Master’s Guide. Description from Dungeon Master’s Guide (this text may be updated in future errata): 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 flail 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 flail, 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 flail 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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Dague de Venin | rare | 2 | Roll20 | DDAL05-17 Hartkiller's Horn | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. |
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The Shroud of the Mourning Warrior (+1 Scale Mail) | rare | 2 | Roll20 | DDAL05-13 Jarl Rising | Show | ||
Notes:
You have a bonus to AC while wearing this armor. |
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Bâton des forêts | rare | 2 | Roll20 | Trade Log | Show | ||
Notes:
Ce bâton peut être manié comme un bâton magique qui octroie un bonus de +2 à l'attaque et aux dégâts. Lorsque vous le tenez, vous obtenez un bonus de +2 aux jets d'attaque des sorts. |
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Angel Sting (Dancing Sword) (lien) | very_rare | 3 | Roll20 | CCC-GHC-BK1-10 - The Heart of Shadow | Show | ||
Notes:
Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. This item can be found on page 161 of the Dungeon Master's Guide |