Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Alchemy Jug
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Amulet of Health
rare
DDHC-TOA-1 Tomb of Annihilation
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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.
Amulet of Protection from Turning
rare
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Amulet of the Black Skull
very_rare
DDHC-TOA-1 Tomb of Annihilation
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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.
Balance of Harmony
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Bracelet of Rock Magic
very_rare
DDHC-TOA-1 Tomb of Annihilation
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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.
Bracers of Archery
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Bracers of Defense
rare
DDHC-TOA-1 Tomb of Annihilation
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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.
bronze +1 shield shaped like a screaming devil's face
uncommon
DDHC-TOA-1 Tomb of Annihilation
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CAPE OF THE MOUNTEBANK
rare
DDHC-TOA-1 Tomb of Annihilation
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Notes:
CAPE OF THE MOUNTEBANK
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Circlet of Blasting
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Circlet of Blasting
Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Dagger +1
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust.
If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Eagle Whistle
rare
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Flame Tongue
rare
DDHC-TOA-1 Tomb of Annihilation
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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.
Ghost Lantern
rare
DDHC-TOA-1 Tomb of Annihilation
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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.
Gloves of Missile Snaring
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Goggles of Night
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Helm of Telepathy
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Helm of Telepathy
Helm, wondrous (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Longsword +1
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Alchemy Jug | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Alchemy Jug This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. |
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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. |
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Amulet of Protection from Turning | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Amulet of Protection from Turning While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. |
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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 |
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Balance of Harmony | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Balance of Harmony This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. |
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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. |
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Bracers of Archery | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Bracers of Archery While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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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. |
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bronze +1 shield shaped like a screaming devil's face | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
CAPE OF THE MOUNTEBANK | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
CAPE OF THE MOUNTEBANK |
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Circlet of Blasting | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Circlet of Blasting While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. |
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Dagger +1 | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical. |
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Eagle Whistle | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Eagle Whistle While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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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. |
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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. |
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Gloves of Missile Snaring | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Gloves of Missile Snaring These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
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Goggles of Night | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Goggles of Night Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Helm of Telepathy | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Helm of Telepathy While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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Longsword +1 | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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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. |