Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Ring of Amity very_rare Trade Log Show
Steel (Longsword +2) very_rare Trade Log Show
Notes:

Source: The Wild Beyond The Witchlight

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

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Revivify. You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.

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.

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
Mr. Myxtlypotly's Fishy, Fish, Fish (Fish Suit with Guardian Property) very_rare SJ-DC-BRBTS-01-AO: Hope You Had A Fun Stay! Show
Notes:

Wondrous item, Very Rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

A suit that makes the wearer appear as a massive blue puffer fish. It has a fake price tag attached to its end with 666000gp written.

Staff of Striking very_rare Trade Log Show
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 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.

Rhythm-Maker's Drum +3 very_rare WBW-DC-ERA-AO-01 Where Art Thou Darling? Delirium in Deleeria Part 1 Show
Notes:

Wondrous item, Instrument, very rare (requires attunement by a bard)

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

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.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

This drum has a minor property called War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

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.

Studded Leather Armor +2 very_rare CCC-TRI-23 STORM 1-2 Show
Notes:

Armor, very rare

This set of sky blue magical studded leather
armor once belonged to a cloud giant resident of
Skyelinjeheim. It resizes to fit its wearer, and images of translucent white clouds drift slowly across the armor constantly.

This item can be found in Player Handout 3.

Military Uniforms (Fish suit, Harmonious property) very_rare SJ-DC-JWAO-00 (Author's Only) Show
Notes:

Wondrous item, Very Rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.