Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Twilight’s FluteInstrument of Scribing (, Compass Minor Property) common SJ-DC-PHP-POLAR-01 Folly Undone Show
Balagos' Belt (Dragonhide Belt +3) very_rare FR-DC-BG The Flying Flame Show
Notes:

Wondrous item, very rare (requires attunement by a monk)

This crimson belt has the appearance of a knight's sash. It is made from the hide of Balagos' wing.

Harmonious. Attuning to this item takes only 1 minute.

Githyanki Earring (Ear Horn of Hearing, minor Sentinel property) common FR-DC-BG The Flying Flame Show
Notes:

Wondrous item, common

This is a typical earring that a githyanki warrior would wear while venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Sentinel: Aberrations. This item glows faintly when aberrations are within 120 feet of it.

Mind Crystal, Heightened rare FR-DC-BG The Flying Flame Show
Notes:

Wondrous item, rare

Staff of Thunder and Lightning very_rare Trade Log Show
Robe of Scintillating Colours very_rare Trade Log Show
Cloak of Arachnida (with minor Guardian property) very_rare DDAL09-12 The Breath of Life Show
Dwarven Plate very_rare Trade Log Show
Ring of Amity very_rare Trade Log Show
Canaith Mandolin (Instrument of the Bards) rare Trade Log Show
Flail +1 uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Weapon, Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Defender (Rapier) legendary DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Berserker Axe (Greataxe) rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Weapon(Greataxe), 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.

Ring of Feather Falling rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Ring, Rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Resistance (Fire) rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Ring, Rare (requires attunement)

You have resistance to fire damage while wearing this ring. The ring is set with garnet.

Spear of Backbiting very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Weapon (spear), 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.

Sword of Vengeance (Shortsword) uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Weapon, 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.

Ring of Protection rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Ring, Rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Rod of the Pact Keeper +3 very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Rod, Very Rare (requires attunement by a Warlock)

While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Staff of Power very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff