Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Rod of Hellish Flames very_rare Abyss PS-DC-LIN5 The Pale Bull Show
Notes:

Rod, very rare (requires attunement by a Spellcaster)

Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.

Made of infernal metal, this staff has likely been coorupted by the abyss a long time ago. The abyssal influence has twisted its shape, spreading open the top like a blooming flower, in which pulsates a malevolent glow like a beating heart. Despite the corruption of its shape, this staff has lost none of its potential for destruction.

Spear of Backbitting very_rare 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.

Ring of Telekinesis very_rare DDHC-TYP- Tomb of Horrors Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Wand of Polymorph very_rare DDEP07-02 Drums of the Dead Show
Notes:

Wand, very rare (requires attunement by a spellcaster) The wand regains 1d6 +1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it.

Rod of Absorption very_rare 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.

Staff of Frost very_rare DDHC-TYP- Tomb of Horrors Show
Notes:

Staff (arcane or druidic focus), very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Crystal Ball very_rare DDHC-TYP- Tomb of Horrors Show
Notes:

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it

Manual of Bodily Health very_rare DDHC-TYP- Tomb of Horrors Show
Notes:

Wondrous item, very rare

This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Defender legendary DDHC-TYP- Tomb of Horrors Show
Notes:

Weapon (any sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Unlocked Magic Items