Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ornithopter of Flying very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
25 lb.
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for 1d6 + 4 days.

The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Cloak of Many Fashions common Sharaea's gift DC-POA DES-05C We Calmed the Tides of War Show
Notes:

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

It is a deep blue, nearly black with a large silver raven, wings outstretched, across the shoulders.

Greatsword +2 rare Service Rewards Service Rewards Show
Notes:

Weapon (Greatsword), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Lightbringer uncommon Service Rewards Service Rewards Show
Notes:

Weapon (mace), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Silver Raven (Figurine of Wondrous Power) uncommon Reward for guiding the Elves to the Ship DC-PoA DES-05B Drive Our Ships to new Lands Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Gray Bag of Tricks uncommon Morphinas Gift DC-PoA DES-05D "Rebuild All Your Ruins" Show
Notes:

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

CREATURES (roll 1d8):
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk

Amulet of the Devout +1 uncommon Level 5 Magic Item Service Rewards Show
Notes:

Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Ring of Free Action rare Keys from the Golden Vault - Heart of Ashes Trade Log Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

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.

Gem of Seeing rare DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Belt of Fire Giant Strength very_rare DDHC-TYP - Tomb of Horrors 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.

Staff of Power very_rare DDHC-TYP - Tomb of Horrors 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

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

Weapon (Greataxe), 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.

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

Weapon (Rapier), 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.

Sword of Vengeance uncommon DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Weapon (Greatsword), 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.

Obsidian Steed Figurine of Wondrous Power very_rare DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, very rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

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.

Animated Shield very_rare DDHC-TYP - Tomb of Horrors 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.

Rod of the Pact Keeper +3 very_rare DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Rod, very rare (requires attunement by a warlock)

While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Bag of Holding uncommon DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.