Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Book of Trios (Arcane Grimoire +3) very_rare BMG-MOON-MD-08 Down the Rabbit Hole Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Wizard)

This old book, titled Book of Trios, is remarkably well preserved. Its brown-and-gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster.

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

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
Staff of Striking very_rare Trade Log Show
Amdraig (Steel, Longsword +2) very_rare BMG-MOON-MD-09 The Prince's Fairy Godmother (Part 2) Show
Notes:

Weapon (Longsword), Very Rare (Requires Attunement by a Good-Aligned Creature)

AMDRAIG

Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always did her best to prepare for any situation that could occur during battle and to make sure she was ready to support her allies.
Amdraig was obsessed with learning the secret of wild shaping into a dragon. She was tricked by Urphania, and forced to fight the ancient red dragon Antares the Ashbringer by herself. Before she died, Amdraig transferred her spirit to the nearest object to hand, a longsword.

THE NINE BLADES OF THE FIRST HIGH KING

These nine Ffolk warriors fought beside Cymrych Hugh when he fought Kazgaroth the Beast. When Cymrych Hugh was crowned as the first High King of the Ffolk, the Nine Blades became his royal guards—sworn to protect him and his ideals until they cease to exist.

Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) very_rare SJ-DC-PANDORA-JWEI-04A (Playtest) Show
Notes:

Flavor. When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.

Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.

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
Yellow Fungi (Ghost Step Tattoo with the Delver Property) very_rare SJ-DC-PANDORA-JWEI-03 (Playtest) Show
Notes:

Wondrous Item (tattoo), very rare (requires attunement)
Flavor

This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network.

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.

Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time..

Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property very_rare Trade Log Show
Staff of Fate very_rare BMG-MOON-MD-10 Echoes of the Fallen Show
Notes:

This staff of fate has been intricately grown over with elm wood, concealing its true nature and cleverly masquerading it as a walking stick. Yet, the allure of blue crystals peeking through the wood’s knots and at its end hints at its mystical power.

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.