Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ 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.

☐ Spell Scroll of Alter Self uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Spell Scroll of Bigby's Hand rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Spell Scroll of Greater Invisibility rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Spell Scroll of Mordenkainen's Faithful Hound rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Spell Scroll of Dominate Person rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Force Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.

ROLL TABLE TO VTT
d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

☐ Potion of Lightning Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Necrotic Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Fire Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Oil of Etherealness rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

☐ Potion of Diminution rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ 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

☐ 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.

☐ 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.

☐ Potion of Cloud Giant Strength very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Invisibility very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

☐ 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.

☐ Berserker Axe rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Applicable Weapons:

Name Type Damage Properties
Handaxe Simple Melee 1d6 slashing Light, thrown (20/60)
Battleaxe Martial Melee 1d8 slashing Versatile (1d10)
Greataxe Martial Melee 1d12 slashing Heavy, two-handed

☐ Greatsword of Vengeance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light