Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
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
Helm of Brilliance
very_rare
DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors)
Show
Notes:
Wondrous item, Very Rare (requires attunement)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
The Gem has 10 Diamonds,10 Rubies,11 Fire Opals, 23 Opals
Candle of Invocation (Chaotic Neutral)
very_rare
DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors)
Show
Notes:
Wondrous item, Very Rare (requires attunement)
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
Manual of Iron Golems
very_rare
DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors)
Show
Notes:
Wondrous item, Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Quarterstaff +3
very_rare
DDAL09-13 The Swarmed Heart
Show
Broom of Flying
uncommon
DDAL09-13 The Swarmed Heart
Show
Staff of Striking
very_rare
Trade Log
Show
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.
Quor'hin's Hat (Hat of Wizardry with minor Hidden Message property)
common
SJ-DC-ECHO-01 Starfall
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one. The password to disable the glyph of warding in the Captain’s Quarters is embroidered on the inside of the hat’s brim. The password is Goldfish.
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Lamia's Scales (Dragonhide Belt +3)
very_rare
FR-DC-REGINA-01: Eat Your Heart Out (Playtest)
Show
Notes:
A belt made of topaz scales that, when worn, invokes a sense of slight hunger and thirst.
Cosmic Chasuble (Robe of Stars)
very_rare
CCC-TRI-28 Siege of the Yellow Rose
Show
Notes:
Wondrous item, very rare (requires attunement)
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.
Belt of Stone Giant Strength
very_rare
DDAL09-14 The Vast Emptiness of Grace
Show
Wands of Secrets
common
DDAL09-14 The Vast Emptiness of Grace
Show
Yellow Robe (Robe of stars with minor Language property)
very_rare
FR-DC-PANDORA-JWEI-07 (Playtest)
Show
Notes:
Wondrous Item, very rare (requires attunement)
Flavor
This sickly yellow colored robe was once worn by one of the leaders of the Tenebrous Creed. Influence from the Far Realm was woven in to allow the wearer to understand Deep speech.
Lavender’s Scent (Longbow of Melodies with guardian property)
very_rare
FR-DC-PANDORA-JWEI-10 (p;aytest)
Show
Notes:
Weapon (longbow), very rare (requires attunement)
Flavor
This longbow, fashioned in the likeness of a harp, emanates a soothing aroma of lavender when its strings are strummed. It is said that those who fall asleep while enchanted by its melodies are blessed with tranquil dreams, free from the burdens of the waking world.
Ares’ Everpromise (Horn of Silent Alarm with Loud quirk)
common
FR-DC-PANDORA-JWEI-10 (p;aytest)
Show
Notes:
Wondrous Item, common
Flavor
This whistle once belonged to Ares. A single blue-white star symbol is carved onto it.
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.
Moonlight Densetsu (Ioun Stone of Fortitude)
very_rare
FR DC IMP-01 Blood Price (PLaytest)
Show
Notes:
Wondrous item, very rare (requires attunement)
This pearlescent stone resembles the moon orbiting Toril. It casts a soft moonlight glow on the attuned. The words "Smiting evil by the light of the moon / Winning love by morning come" are etched on it in graceful Espruar script, in the tongue of the ancient Moon Elves.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
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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Helm of Brilliance | very_rare | DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) | Show | |||
Notes:
Wondrous item, Very Rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. The Gem has 10 Diamonds,10 Rubies,11 Fire Opals, 23 Opals |
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Candle of Invocation (Chaotic Neutral) | very_rare | DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) | Show | |||
Notes:
Wondrous item, Very Rare (requires attunement) The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. |
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Manual of Iron Golems | very_rare | DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) | Show | |||
Notes:
Wondrous item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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Quarterstaff +3 | very_rare | DDAL09-13 The Swarmed Heart | Show | |||
Broom of Flying | uncommon | DDAL09-13 The Swarmed Heart | Show | |||
Staff of Striking | very_rare | Trade Log | Show | |||
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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Quor'hin's Hat (Hat of Wizardry with minor Hidden Message property) | common | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one. The password to disable the glyph of warding in the Captain’s Quarters is embroidered on the inside of the hat’s brim. The password is Goldfish. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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Lamia's Scales (Dragonhide Belt +3) | very_rare | FR-DC-REGINA-01: Eat Your Heart Out (Playtest) | Show | |||
Notes:
A belt made of topaz scales that, when worn, invokes a sense of slight hunger and thirst. |
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Cosmic Chasuble (Robe of Stars) | very_rare | CCC-TRI-28 Siege of the Yellow Rose | Show | |||
Notes:
Wondrous item, very rare (requires attunement) 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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Belt of Stone Giant Strength | very_rare | DDAL09-14 The Vast Emptiness of Grace | Show | |||
Wands of Secrets | common | DDAL09-14 The Vast Emptiness of Grace | Show | |||
Yellow Robe (Robe of stars with minor Language property) | very_rare | FR-DC-PANDORA-JWEI-07 (Playtest) | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Flavor |
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Lavender’s Scent (Longbow of Melodies with guardian property) | very_rare | FR-DC-PANDORA-JWEI-10 (p;aytest) | Show | |||
Notes:
Weapon (longbow), very rare (requires attunement) |
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Ares’ Everpromise (Horn of Silent Alarm with Loud quirk) | common | FR-DC-PANDORA-JWEI-10 (p;aytest) | Show | |||
Notes:
Wondrous Item, common |
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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. |
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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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Moonlight Densetsu (Ioun Stone of Fortitude) | very_rare | FR DC IMP-01 Blood Price (PLaytest) | Show | |||
Notes:
Wondrous item, very rare (requires attunement) |