Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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
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.
Staff of Striking
very_rare
Trade Log
Show
Robe of Stars
very_rare
BMG-MOONEP-MD-02 The Enchantment of Chaos (T3)
Show
Notes:
Given its power, this indigo robe is rather unassuming. The interior is a deep black, with swirls of purple galaxies and stars flickering within that dazzle for just a moment before being displaced. 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 take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic 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.
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.
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
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This translucent green stone came from the Far Realm.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
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.
Piper’s Guzheng (Anstruth Harp with minor Guardian property)
very_rare
SJ-DC-ZODIAC-14-01 Fortune’s Favor
Show
Notes:
The dark wooden harp is decorated with the animals of the zodiacs chasing in sequential order behind a mouse wearing a crown; the strings radiate a luminescent silver that reflects the stars.
Guardian. The item sings a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Ring of Amity
very_rare
Trade Log
Show
Wakened White Dragon's Wrath Greatsword
very_rare
BMG-MOON-MD-12 Malevolent Reign (Part 2)
Show
Notes:
Weapon (Greatsword), Very Rare (Requires Attunement)
Pulled from the freezing lair of an adult white dragon, this blade is still cold to the touch and a glove is needed to wield it without pain. Along the ice that rimes its length are runes in Thorass that read “Cold hands, cold heart.”
This greatsword is decorated with dragon heads, claws, wings, scales, and Draconic letters. It has steeped in a white dragon’s hoard, and absorbed the frigid energy of its breath weapon.
Staff of Frost
very_rare
DDAL-DRW-05 Uncertain Scrutiny
Show
Miltiades' Shield (Shield +3
very_rare
Trade Log
Show
Divaine's Tambourine (Rythm-Maker's Drum +3 w/ minor Guardian property)
very_rare
FR-DC-DIVA Divaine and the Dandelions: One Night Only!
Show
Notes:
Rythm-Maker's Drum, +3 (Divaine's Tambourine)
Wondrous Item, Very Rare (Requires Attunement by a Spellcaster)
This tambourine was once owned by the one and only Divaine. She even signed her name on the head, a bold contrast against the iridescent sheen.
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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 | |||
| 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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| Staff of Striking | very_rare | Trade Log | Show | |||
| Robe of Stars | very_rare | BMG-MOONEP-MD-02 The Enchantment of Chaos (T3) | Show | |||
|
Notes:
Given its power, this indigo robe is rather unassuming. The interior is a deep black, with swirls of purple galaxies and stars flickering within that dazzle for just a moment before being displaced. 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 take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic 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. |
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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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| 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 | |||
| Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. |
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| 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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| Piper’s Guzheng (Anstruth Harp with minor Guardian property) | very_rare | SJ-DC-ZODIAC-14-01 Fortune’s Favor | Show | |||
|
Notes:
The dark wooden harp is decorated with the animals of the zodiacs chasing in sequential order behind a mouse wearing a crown; the strings radiate a luminescent silver that reflects the stars. Guardian. The item sings a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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| Ring of Amity | very_rare | Trade Log | Show | |||
| Wakened White Dragon's Wrath Greatsword | very_rare | BMG-MOON-MD-12 Malevolent Reign (Part 2) | Show | |||
|
Notes:
Weapon (Greatsword), Very Rare (Requires Attunement) |
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| Staff of Frost | very_rare | DDAL-DRW-05 Uncertain Scrutiny | Show | |||
| Miltiades' Shield (Shield +3 | very_rare | Trade Log | Show | |||
| Divaine's Tambourine (Rythm-Maker's Drum +3 w/ minor Guardian property) | very_rare | FR-DC-DIVA Divaine and the Dandelions: One Night Only! | Show | |||
|
Notes:
Rythm-Maker's Drum, +3 (Divaine's Tambourine) This tambourine was once owned by the one and only Divaine. She even signed her name on the head, a bold contrast against the iridescent sheen. While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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