Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Flame Tongue
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Flame Tongue
Weapon, rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Bracers of Defense
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Mace of Terror
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Amulet of Health
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Necklace of Fireballs
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Ghost Lantern
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Ghost Lantern
Wondrous item, rare (requires attunement)
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Wand of Wonder
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Wand of Wonder
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
d100 — Effect:
01-05 — You cast slow.
06-10 — You cast faerie fire.
11-15 — You are stunned until the start of your next turn, believing something awesome just happened.
16-20 — You cast gust of wind.
21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 — You cast stinking cloud.
31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 — You cast lightning bolt.
47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 — You cast darkness.
59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 — You cast fireball.
80-84 — You cast invisibility on yourself.
85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 — A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Shield of Missile Attraction
rare
DDHC-TOA-4 Cellar of Death
Show
Notes:
Shield of Missile Attraction
Armor (shield, rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Amulet of the Black Skull
very_rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Amulet of the Black Skull
Wondrous item, very rare (requires attunement)
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.
If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
Black Skull Transformation
d100 Transformation
1-20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic.
21-35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
36-50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
51-70 You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.
71-95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.
96-00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
Staff of Striking
very_rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Bracelet of Rock Magic
very_rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Nolzur's Marvelous Pigments
very_rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Nolzur's Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Manual of Golems (Clay)
very_rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Manual of Golems
Wondrous item, very rare
This tome contains information and incantations necessary to make a particular type of golem. The GM 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.
d20 Golem Time Cost
1-5 Clay 30 days 65,000 gp
*6-17 Flesh 60 days 50,000 gp
18 Iron 120 days 100,000 gp
19-20 Stone 90 days 80,000 gp
*
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost 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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Flame Tongue | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Flame Tongue You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
||||||
Bracers of Defense | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
Mace of Terror | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Mace of Terror This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
||||||
Amulet of Health | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Amulet of Health Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. |
||||||
Necklace of Fireballs | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
||||||
Ghost Lantern | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Ghost Lantern A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. |
||||||
Wand of Wonder | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Wand of Wonder This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. d100 — Effect: 01-05 — You cast slow. 06-10 — You cast faerie fire. 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. 16-20 — You cast gust of wind. 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 — You cast stinking cloud. 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 — You cast lightning bolt. 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 — You cast darkness. 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 — You cast fireball. 80-84 — You cast invisibility on yourself. 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 — A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
||||||
Shield of Missile Attraction | rare | DDHC-TOA-4 Cellar of Death | Show | |||
Notes:
Shield of Missile Attraction Armor (shield, rare (requires attunement) Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
||||||
Amulet of the Black Skull | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Amulet of the Black Skull This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. Black Skull Transformation |
||||||
Staff of Striking | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Staff of Striking This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
||||||
Bracelet of Rock Magic | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Bracelet of Rock Magic While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. |
||||||
Nolzur's Marvelous Pigments | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Nolzur's Marvelous Pigments Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
||||||
Manual of Golems (Clay) | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Manual of Golems This tome contains information and incantations necessary to make a particular type of golem. The GM 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. d20 Golem Time Cost 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. |