Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Dwarven Plate
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Armor (plate)
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Broom of Flying
uncommon
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item,
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Hat Of Disguise
uncommon
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Eversmoking Bottle
uncommon
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item,
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Weight: 1
Carpet of Flying
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item,
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.
5x7ft
Slippers Of Spider Climbing
uncommon
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Dimensional Shackles
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.
Amulet of Health
rare
DDHC-CM-16 Alkazar's Apendix
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Notes:
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.
Wand of Paralysis
rare
DDHC-CM-16 Alkazar's Apendix
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Notes:
Wand (arcane focus), 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 to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
Tome of Understanding
very_rare
DDHC-CM-16 Alkazar's Apendix
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.
Longbow +2
rare
DDHC-CM-16 Alkazar's Apendix
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Notes:
Weapon (longbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Horn of Blasting
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Staff of Withering
rare
DDHC-CM-16 Alkazar's Apendix
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Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wand, very 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 to cast the polymorph spell (save DC 15) from it.
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.
Robe of Scintillating Colors
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Astromancy Archive
rare
Trade Log
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Notes:
Wondrous item, (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. Minor Property: Harmonious Attuning to this item takes only 1 minute.
Belt of Fire Giant Strength
very_rare
DDHC-TYP - Tomb of Horrors
Show
Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. 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.
Animated Shield
very_rare
DDHC-TYP - Tomb of Horrors
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Shields. 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.
AC: 2
Weight: 6
Staff of Power
very_rare
DDHC-TYP - Tomb of Horrors
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
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff.
Damage: 1d6+2 (1d8+2)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4
Name | Rarity | Location | Table ▼ | Result | Source | |
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Dwarven Plate | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Armor (plate) |
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Broom of Flying | uncommon | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, |
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Hat Of Disguise | uncommon | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, (requires attunement) |
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Eversmoking Bottle | uncommon | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, |
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Carpet of Flying | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, |
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Slippers Of Spider Climbing | uncommon | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Dimensional Shackles | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, rare |
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Amulet of Health | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
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Wand of Paralysis | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wand (arcane focus), rare (requires attunement by a spellcaster) |
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Tome of Understanding | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, very rare |
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Longbow +2 | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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Ring of Acid Resistance | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. |
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Horn of Blasting | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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Staff of Withering | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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Wand of Polymorph | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wand, very 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 to cast the polymorph spell (save DC 15) from it. 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. |
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Robe of Scintillating Colors | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. |
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Astromancy Archive | rare | Trade Log | Show | |||
Notes:
Wondrous item, (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. Minor Property: Harmonious Attuning to this item takes only 1 minute. |
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Belt of Fire Giant Strength | very_rare | DDHC-TYP - Tomb of Horrors | Show | |||
Notes:
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. 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. |
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Animated Shield | very_rare | DDHC-TYP - Tomb of Horrors | Show | |||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Shields. 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. AC: 2 |
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Staff of Power | very_rare | DDHC-TYP - Tomb of Horrors | 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 Distance from Origin Damage Damage: 1d6+2 (1d8+2) |