Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
Golden Apple (Astronancy Archive with minor Song Craft property)
rare
SJ-DC-ECHO-01 Starfall
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Maya’s necklace (Periapt of proof against poison with sentinel undead property)
rare
FR-DC-PANDORA-JWEI-11 Maya
Show
Notes:
Wondrous Item, rare
Flavor
This dark-purple necklace bears the symbol of Mystryl. Its final bits of power wards off all poisons and glows when it detects undead creatures.
The Pandora Box (Necklace of Prayer Beads with Blissful property)
rare
FR-DC-JWEI-PANDORA-12 Finale
Show
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
Beads: 2 Blessing, 1 Curing, 2 Favor, for characters that achieved Ending: Farewell or Ending: Acceptance.
Flavor
Pandora resides within this box. Everytime you touch the Pandora Box, you recall one cherished memory spent with Pandora. You could almost hear her voice bombarding you with endless questions. Whenever you are feeling down, you could almost see a faint image of her cheering you up. Whenever you are feeling hesitant, you remember her, filled with curiosity, rushing in head first without fear or worries. No matter what happens, no matter how strong the adversary may be, remember… Pandora will always be there for you, and this thought immediately washes away your weariness and restores your vigor.
Periapt of Proof Against Poison
rare
CCC-RCC-01-06 : The Handfasting
Show
Notes:
Wondrous item, rare, table G
This heavy leather core contain a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. This item can be found in the Dungeon Master’s Guide.
Figurine of Wondrous Power (Marble Elephant)
rare
PO-GS-LTD-01-01 Let's Travel to the Dungeon: A Greasy Snitches Adventure (T3)
Show
Figurine of Wondrous Power (Onyx Dog)
rare
Trade Log
Show
Berserker Halberd
rare
DDHC-DD-08 Shivering Death
Show
Wand of Wonder
rare
DDHC-DD-08 Shivering Death
Show
Starlight Moonbow (Glimmering Moonbow, Shortbow)
rare
PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir (Tender Oasis Anniversary Epic 2026)
Show
Notes:
Weapon, Rare (Requires Attunement)
The grip of the bow is engraved with three silver stars, representing the major deities worshipped in Rashemen known as “the Three”—Bhalla (Chauntea), Mielikki (Khelliara), and the Hidden One (Mystra). When an arrow is loosed from this bow, it appears as a shooting star.
Bow of Melodies Longbow
very_rare
Trade Log
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Manual of Quickness of Action
very_rare
Trade Log
Show
Shield of the Uven Rune
very_rare
BMG-MOON-MD-11 The Curse of Pacts and Passion (Part 2)
Show
Notes:
This shield is made from the scale of an ancient white dragon and is lacquered with a tinted resin that smells like musk. It has a bronze-colored rune burned into its outwardfacing side. Characters who examine the rune and succeed on a DC 20 Intelligence (History) check recognize it as an uven (“enemy” in Giant) rune that confers great power.
Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property
very_rare
Trade Log
Show
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.
Instrument of the Bards (Anstruth Harp)
very_rare
DDAL-DRW-18 Against the Machine
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Wraps of Unarmed Power +3
very_rare
Trade Log
Show
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
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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| 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. |
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| Golden Apple (Astronancy Archive with minor Song Craft property) | rare | SJ-DC-ECHO-01 Starfall | Show | |||
|
Notes:
Wondrous item, rare (requires attunement by a wizard) Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
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| Maya’s necklace (Periapt of proof against poison with sentinel undead property) | rare | FR-DC-PANDORA-JWEI-11 Maya | Show | |||
|
Notes:
Wondrous Item, rare This dark-purple necklace bears the symbol of Mystryl. Its final bits of power wards off all poisons and glows when it detects undead creatures. |
||||||
| The Pandora Box (Necklace of Prayer Beads with Blissful property) | rare | FR-DC-JWEI-PANDORA-12 Finale | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) Beads: 2 Blessing, 1 Curing, 2 Favor, for characters that achieved Ending: Farewell or Ending: Acceptance. Flavor |
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| Periapt of Proof Against Poison | rare | CCC-RCC-01-06 : The Handfasting | Show | |||
|
Notes:
Wondrous item, rare, table G This heavy leather core contain a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. This item can be found in the Dungeon Master’s Guide. |
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| Figurine of Wondrous Power (Marble Elephant) | rare | PO-GS-LTD-01-01 Let's Travel to the Dungeon: A Greasy Snitches Adventure (T3) | Show | |||
| Figurine of Wondrous Power (Onyx Dog) | rare | Trade Log | Show | |||
| Berserker Halberd | rare | DDHC-DD-08 Shivering Death | Show | |||
| Wand of Wonder | rare | DDHC-DD-08 Shivering Death | Show | |||
| Starlight Moonbow (Glimmering Moonbow, Shortbow) | rare | PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir (Tender Oasis Anniversary Epic 2026) | Show | |||
|
Notes:
Weapon, Rare (Requires Attunement) The grip of the bow is engraved with three silver stars, representing the major deities worshipped in Rashemen known as “the Three”—Bhalla (Chauntea), Mielikki (Khelliara), and the Hidden One (Mystra). When an arrow is loosed from this bow, it appears as a shooting star. |
||||||
| Bow of Melodies Longbow | very_rare | Trade Log | Show | |||
|
Notes:
Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. |
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| Manual of Quickness of Action | very_rare | Trade Log | Show | |||
| Shield of the Uven Rune | very_rare | BMG-MOON-MD-11 The Curse of Pacts and Passion (Part 2) | Show | |||
|
Notes:
This shield is made from the scale of an ancient white dragon and is lacquered with a tinted resin that smells like musk. It has a bronze-colored rune burned into its outwardfacing side. Characters who examine the rune and succeed on a DC 20 Intelligence (History) check recognize it as an uven (“enemy” in Giant) rune that confers great power. |
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| Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property | very_rare | Trade Log | Show | |||
| 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. |
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| Instrument of the Bards (Anstruth Harp) | very_rare | DDAL-DRW-18 Against the Machine | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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| Wraps of Unarmed Power +3 | very_rare | Trade Log | Show | |||
| 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. |
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| 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. 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 |
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