Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Glaive of Vengeance
uncommon
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Sword of Vengeance
Weapon (any sword), 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.
Gloves of Thievery
uncommon
Trade Log
Show
Notes:
Gloves of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Goggles of Night
uncommon
DDHC-CM-04 A Deep and Creeping Darkness
Show
Notes:
Goggles of Night
Wondrous Item, Uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Hat of Disguise
uncommon
DDHC-CM-14 The Canopic Being
Show
Notes:
Hat of Disguise
Wondrous item, uncommon (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.
Hat of Wizardry
common
SJ-DC-KEEP Kandlekeep Rekonstruktion
Show
Notes:
Hat of Wizardry
Wondrous Item, common (requires attunement by a wizard)
While you are wearing this item, you gain the following
benefits:
- You can use the hat as a spellcasting focus for your wizard spells.
- You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Helm of Comprehending Languages
uncommon
DDHC-CM-02 Mazfroth's Mighty Digressions
Show
Notes:
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Ioun Stone of Awareness
rare
DDHC-CM-15 The Scriviner's Tale
Show
Notes:
Ioun Stone of Awareness
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Ioun Stone of Awareness
rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Ioun Stone of Awareness
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Iron Bands of Bilarro
common
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Lantern of Revealing
uncommon
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Longbow +2
rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Longbow +2
Weapon (Longbow), Rare
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Manual of Golems (Stone)
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Manual of Golems
Wondrous Item, Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage.
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. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands.
| 1d20 | Golem | Time | Cost |
| -------- | -------- | -------- | -------- |
| 1–5 | Clay Golem | 30 days | 65,000 GP |
| 6–17 | Flesh Golem | 60 days | 50,000 GP |
| 18 | Iron Golem | 120 days | 100,000 GP |
| 19–20 | Stone Golem | 90 days | 80,000 GP |
Manual of Quickness of Action
very_rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Manual of Quickness of Action
Wondrous item, very rare
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Nolzur's Marvelous Pigments (4 Pots)
very_rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Nolzur's Marvelous Pigments (4 Pots)
Wondrous Item, Very Rare
This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total).
Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Radiance
uncommon
DDHC-CM-06 The Price of Beauty
Show
Notes:
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Ring of Jumping
uncommon
Ring, uncommon (requires attunement)
DDHC-CM-03 Book of the Raven
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Protection
rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Protection
rare
Trade Log
Show
Notes:
Ring of Protection
Ring, Rare (Requires Attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Ring of Resistance (Psychic)
rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Ring of Resistance (Psychic)
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Glaive of Vengeance | uncommon | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Sword of Vengeance 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. |
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| Gloves of Thievery | uncommon | Trade Log | Show | |||
|
Notes:
Gloves of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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| Goggles of Night | uncommon | DDHC-CM-04 A Deep and Creeping Darkness | Show | |||
|
Notes:
Goggles of Night While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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| Hat of Disguise | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
|
Notes:
Hat of Disguise 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. |
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| Hat of Wizardry | common | SJ-DC-KEEP Kandlekeep Rekonstruktion | Show | |||
|
Notes:
Hat of Wizardry While you are wearing this item, you gain the following
|
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| Helm of Comprehending Languages | uncommon | DDHC-CM-02 Mazfroth's Mighty Digressions | Show | |||
|
Notes:
Helm of Comprehending Languages While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. |
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| Ioun Stone of Awareness | rare | DDHC-CM-15 The Scriviner's Tale | Show | |||
|
Notes:
Ioun Stone of Awareness An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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| Ioun Stone of Awareness | rare | DDHC-CM-14 The Canopic Being | Show | |||
|
Notes:
Ioun Stone of Awareness An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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| Iron Bands of Bilarro | common | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
|
Notes:
Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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| Lantern of Revealing | uncommon | DDHC-CM-07 The Book of Cylinders | Show | |||
|
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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| Longbow +2 | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Longbow +2 You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. |
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| Manual of Golems (Stone) | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Manual of Golems This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. 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. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. | 1d20 | Golem | Time | Cost | |
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| Manual of Quickness of Action | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Manual of Quickness of Action This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Nolzur's Marvelous Pigments (4 Pots) | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Nolzur's Marvelous Pigments (4 Pots) This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm. |
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| Radiance | uncommon | DDHC-CM-06 The Price of Beauty | Show | |||
|
Notes:
Radiance Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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| Ring of Acid Resistance | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Ring of Acid Resistance You have resistance to acid damage while wearing this ring. |
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| Ring of Jumping | uncommon | Ring, uncommon (requires attunement) | DDHC-CM-03 Book of the Raven | Show | ||
|
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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| Ring of Protection | rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Ring of Protection You gain a +1 bonus to AC and saving throws while wearing this ring. |
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| Ring of Protection | rare | Trade Log | Show | |||
|
Notes:
Ring of Protection You gain a +1 bonus to Armor Class and saving throws while wearing this ring. |
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| Ring of Resistance (Psychic) | rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Ring of Resistance (Psychic) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. |
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