Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Manual of Gainful Exercise
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, very rare
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Staff of Power
very_rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Staff, 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 rolls but loses all other properties. On a 20, the staff regains 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.
☐ Potion of Vitality
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Potion, very rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
☐ Rod of Absorbtion
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Potion of Longevity
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Potion, very rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 +6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened.
☐ Ring of Regeneration
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Ring, very rare (requires attunement)
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.
☐ Plate +2
very_rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Tome of Understanding
very_rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous Item, very rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Potion of Speed
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
Show
Notes:
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.
☐ All Purpose Tool +3
very_rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, varies (requires attunement by a artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
☐ Half Plate +2
very_rare
DDEP07-02 Drums of the Dead (Tier 3)
Service Hours Awarded
Show
Notes:
Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.
☐ Miltiades’s Shield
very_rare
CCC-BMG-13 PHLAN 1-1 Sepulture
CCC-BMG-13 PHLAN 1-1 Sepulture
Show
Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service
to others and whenever the bearer considers performing a selfish act, the shield enhances pangs
of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the
shield’s normal bonus to AC.
☐ Potion of Supreme Healing
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
Wondrous Item, varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Type Strength Rarity
Belt of Hill Giant Strength 21 Rare
Belt of Frost Giant Strength 23 Very Rare
Belt of Stone Giant Strength 23 Very Rare
Belt of Fire Giant Strength 25 Very Rare
Belt of Cloud Giant Strength 27 Legendary
Belt of Storm Giant Strength 29 Legendary
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208)
☐ Potion of Cloud Giant Strength
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
☐ Spear of Backbiting
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP 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.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ +2 Studded Leather Armor
rare
CCC-TRI-23
Service Awards Applied
Show
Notes:
You receive +2 to your AC when you wear this armor
☐ Half-plate +1
rare
CCC-TRI-06 Haggard Heroes
CCC-TRI-06 Haggard Heroes
Show
Notes:
Armor, rare
Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets
of iron until examined closely. While wearing this armor, it lowers your body temperature to just above
freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment.
☐ Spell Scroll of Mordenkainen's Faithful Hound
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Manual of Gainful Exercise | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Staff of Power | very_rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) 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 rolls but loses all other properties. On a 20, the staff regains 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. |
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| ☐ Potion of Vitality | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Rod of Absorbtion | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
||||||
| ☐ Potion of Longevity | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Ring of Regeneration | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
||||||
| ☐ Plate +2 | very_rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Tome of Understanding | very_rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Potion of Speed | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ All Purpose Tool +3 | very_rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a artificer) While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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| ☐ Half Plate +2 | very_rare | DDEP07-02 Drums of the Dead (Tier 3) | Service Hours Awarded | Show | ||
|
Notes:
Armor (light, medium, or heavy), very rare You have a +2 bonus to AC while wearing this armor. |
||||||
| ☐ Miltiades’s Shield | very_rare | CCC-BMG-13 PHLAN 1-1 Sepulture | CCC-BMG-13 PHLAN 1-1 Sepulture | Show | ||
|
Notes:
Armor (shield), very rare |
||||||
| ☐ Potion of Supreme Healing | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement) Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Type Strength Rarity |
||||||
| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208) |
||||||
| ☐ Potion of Cloud Giant Strength | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
| ☐ Spear of Backbiting | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (spear), very rare (requires attunement) 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. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
| ☐ +2 Studded Leather Armor | rare | CCC-TRI-23 | Service Awards Applied | Show | ||
|
Notes:
You receive +2 to your AC when you wear this armor |
||||||
| ☐ Half-plate +1 | rare | CCC-TRI-06 Haggard Heroes | CCC-TRI-06 Haggard Heroes | Show | ||
|
Notes:
Armor, rare |
||||||
| ☐ Spell Scroll of Mordenkainen's Faithful Hound | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||