Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Belt of Stone Giant Strength
rare
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Belt of Stone Giant Strength
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
Bracers of Defense
rare
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Efreeti Bottle
very_rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Notes:
Wondrous Item, very rare
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the GM rolls to determine what happens.
d100 Effect
01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
Tome of Understanding
very_rare
Tomb of Horrors
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Notes:
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.
Lor'shon Va'na'eel (Rod of Absorption)
very_rare
DDAL-00-02E Forgotten Foes
Show
Notes:
Lor'shon Va'na'eel (Rod of Absorption)
Wondrous Item, very rare (requires attunement by a wizard)
While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist.
1/50
Manual of Bodily Health
very_rare
Trade Log
Show
Notes:
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.
Rod of the Pact Keeper +3
very_rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Notes:
Rod of the Pact Keeper, +1, +2, +3
Source: Dungeon Master's Guide
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
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.
Ring of Regeneration
very_rare
DDAL-DRW-15 Frozen Whisper
Show
Notes:
Ring of Regeneration
Ring, Very Rare (Requires Attunement)
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
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.
Tome of Leadership and Influence
very_rare
Trade Log
Show
Notes:
Tome of Leadership and Influence
The red leather that covers this tome is embossed with a smiling man with a third eye.
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
A description of this item can be found in the Dungeon Master’s Guide (pg. 208)
Staff of Power
very_rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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
Defender Shortsword
legendary
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Notes:
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.
Woe (Longsword +3)
unique
DDAL-DRW-16 Uprising
Show
Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.
When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”
Discord (Plate Armor +2)
unique
DDAL-DRW-15 Frozen Whisper
Show
Notes:
Discord
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Belt of Stone Giant Strength | rare | DDAL-DRW-14 The City That Should Not Be | Show | |||
Notes:
Belt of Stone Giant Strength This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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Bracers of Defense | rare | DDAL-DRW-14 The City That Should Not Be | Show | |||
Notes:
Bracers of Defense These steel bracers make a slight humming while worn. 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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Efreeti Bottle | very_rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Notes:
Wondrous Item, very rare The first time the bottle is opened, the GM rolls to determine what happens. d100 Effect 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |
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Tome of Understanding | very_rare | Tomb of Horrors | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | ||
Notes:
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. |
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Lor'shon Va'na'eel (Rod of Absorption) | very_rare | DDAL-00-02E Forgotten Foes | Show | |||
Notes:
Lor'shon Va'na'eel (Rod of Absorption) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. 1/50 |
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Manual of Bodily Health | very_rare | Trade Log | Show | |||
Notes:
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide. |
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Rod of the Pact Keeper +3 | very_rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Notes:
Rod of the Pact Keeper, +1, +2, +3 Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. 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. |
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Ring of Regeneration | very_rare | DDAL-DRW-15 Frozen Whisper | Show | |||
Notes:
Ring of Regeneration This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. 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. |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Tome of Leadership and Influence The red leather that covers this tome is embossed with a smiling man with a third eye. |
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Staff of Power | very_rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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 |
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Defender Shortsword | legendary | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Notes:
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. |
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Woe (Longsword +3) | unique | DDAL-DRW-16 Uprising | Show | |||
Notes:
Woe Weapon (Longsword), Unique This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so. You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.” |
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Discord (Plate Armor +2) | unique | DDAL-DRW-15 Frozen Whisper | Show | |||
Notes:
Discord Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit. |