Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Necklace of Prayer Beads
rare
DDAL-DRW06 Thimblerigging
Trade Log
Show
Notes:
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
1 lb.
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
4 Beads: 1 Bless, 1 Cure Wounds (L2) o. Lesser Restoration, 1 Greater Restoration, 1 Windwalk
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.
Astromancy Archive
rare
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Astromancy Archive
Wondrous Item, rare (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.
Bracers of Defense
rare
BMG-DRW-OD-01 Something in the Way
Show
Notes:
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
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.
Bracelet of Rock Magic
very_rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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.
Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
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.
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 3 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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Necklace of Prayer Beads | rare | DDAL-DRW06 Thimblerigging | Trade Log | Show | ||
Notes:
Necklace of Prayer Beads Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 4 Beads: 1 Bless, 1 Cure Wounds (L2) o. Lesser Restoration, 1 Greater Restoration, 1 Windwalk |
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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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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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Astromancy Archive | rare | SJ-DC-AMAK-04: Starlight's Lament | Show | |||
Notes:
Astromancy Archive 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. |
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Bracers of Defense | rare | BMG-DRW-OD-01 Something in the Way | Show | |||
Notes:
Bracers of Defense These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight. 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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Shield of Missile Attraction | rare | DDHC-TOA-4 Cellar of Death | Show | |||
Notes:
Shield of Missile Attraction 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. |
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Bracelet of Rock Magic | very_rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | 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. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. |
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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. |
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Nolzur's Marvelous Pigments | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Nolzur's Marvelous Pigments Typically found in 1d4 3 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. |