Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Arrow-Catching Shield
rare
DDEP-DRW03 When the Lights went out in Candlekeep
Show
Notes:
Arrow-Catching Shield
Shield (shield), rare (requires attunement)
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Robe of Scintillating Colors
very_rare
DDHC-CM-08 Sarah of Yellowcrest Manor
Show
Notes:
Robe of Scintillating Colors
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.
Staff of Fate
very_rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Watchful Helm
very_rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
+3 Rod of the Pact Keeper
very_rare
DDEP-DRW03 When the Lights went out in Candlekeep
Show
Notes:
+3 Rod of the Pact Keeper
Rod, very rare (requires attunement by a warlock)
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
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 spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Ring of Telekinesis
very_rare
DDHC-CM-10 Candlekeep Deconstruction
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Anstruth Harp of the Bards
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Anstruth Harp of the Bards
Wondrous Item, Very Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Instruments of the Bards
| Instrument | Spells |
| -------- | -------- |
| All | Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument |
| Anstruth harp | Cure Wounds (level 5), Ice Storm, Wall of Thorns |
Tome of Leadership and Influence
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Tome of Leadership and Influence
Wondrous Item, Very Rare
This book contains guidelines for influencing and charming others, 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 Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Ring of Shooting Stars
very_rare
DDHC-CM-09 Lore of Lurue
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
| Spheres | Lightning Damage |
| -------- | -------- |
| 4 | 2d4 |
| 3 | 2d6 |
| 2 | 5d4 |
| 1 | 4d12 |
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Animated Shield
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Animated Shield
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Dwarven Half Plate Armor
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Dwarven Half Plate Armor
Armor (Half Plate Armor), Very Rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
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 |
Tome of Understanding
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Tome of Understanding
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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wand of Polymorph
Wand, Very Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Bag of Devouring
very_rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Bag of Devouring
Wondrous Item, Very Rare
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
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.
Staff of Power
very_rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Staff of Power
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
| Spell | Charge Cost |
| --------| -------- |
| Cone of Cold | 5 |
| Fireball (level 5 version) | 5 |
| Globe of Invulnerability | 6 |
| Hold Monster | 5 |
| Levitate | 2 |
| Lightning Bolt (level 5 version) | 5 |
| Magic Missile | 1 |
| Ray of Enfeeblement | 1 |
| Wall of Force | 5 |
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
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.
Staff of Striking
very_rare
DDHC-CM-13 The Book of Inner Alchemy
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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.
Spear of Backbiting
very_rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Spear of Backbiting
Weapon (spear or javelin), 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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Arrow-Catching Shield | rare | DDEP-DRW03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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| Robe of Scintillating Colors | very_rare | DDHC-CM-08 Sarah of Yellowcrest Manor | Show | |||
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Notes:
Robe of Scintillating Colors 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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| Staff of Fate | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
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Notes:
Staff of Fate This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. |
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| Watchful Helm | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
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Notes:
Watchful Helm While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
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| +3 Rod of the Pact Keeper | very_rare | DDEP-DRW03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
+3 Rod of the Pact Keeper "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." 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 spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Ring of Telekinesis | very_rare | DDHC-CM-10 Candlekeep Deconstruction | Show | |||
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Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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| Anstruth Harp of the Bards | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Anstruth Harp of the Bards An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards | Instrument | Spells | |
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| Tome of Leadership and Influence | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Tome of Leadership and Influence This book contains guidelines for influencing and charming others, 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 Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. |
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| Ring of Shooting Stars | very_rare | DDHC-CM-09 Lore of Lurue | Show | |||
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Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. | Spheres | Lightning Damage | Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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| Animated Shield | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Animated Shield While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. |
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| Dwarven Half Plate Armor | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
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Notes:
Dwarven Half Plate Armor While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. |
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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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| Tome of Understanding | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Tome of Understanding 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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century. |
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| Wand of Polymorph | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
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Notes:
Wand of Polymorph This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Bag of Devouring | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
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Notes:
Bag of Devouring This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
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| Nolzur's Marvelous Pigments (4 Pots) | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
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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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| Staff of Power | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
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Notes:
Staff of Power This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. | Spell | Charge Cost | Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. |
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| Manual of Quickness of Action | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
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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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| Staff of Striking | very_rare | DDHC-CM-13 The Book of Inner Alchemy | Show | |||
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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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| Spear of Backbiting | very_rare | DDHC-TftYP-Tomb of Horrors | Show | |||
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Notes:
Spear of Backbiting 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. |
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