Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.”

Whip of Warning uncommon Barovia F Trade Log Show
Notes:

Whip of Warning
Weapon (whip), uncommon (requires attunement by a short rest)

User cannot be suprised.
Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any

attack you make with it.

This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made

of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving

eyeball trapped within.

Wand of Smiles common DDIA-XGE Underworld Speculation Show
Notes:

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Scowls.

This wand was carved from black walnut and has a lacquered finish with a stylized grinning face carved into one end.

Wand of Lightning Bolts rare DDAL08-09 Fangs and Frogs Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.

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.

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)

Sword of Vengeance Rapier uncommon DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

Source: Dungeon Master's Guide

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.

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

Spear of Backbiting common DDHC-TYP Tales from the Yawning Portal 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.

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 Resistance (Psychic) rare DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

Requires Attunement

You have Resistance to psychic damage while wearing this ring.

Ring of Resistance (Fire) rare DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

Requires Attunement

You have Resistance to fire damage while wearing this ring.

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.

Ring of Protection common DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Feather Falling common DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

Ring, rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Evasion rare DDAL-DRW-16 Uprising Show
Notes:

Ring of Evasion

Ring, Rare (Requires Attunement)

Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Pot of Awakening common DDIA-XGE Underworld Speculation Show
Notes:

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

This clay pot is stamped with an oak leaf, the holy symbol of Silvanus.

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.

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.

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Flail +1 uncommon DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Notes:

You have a +1 bonus to Attack and Damage Rolls made with this weapon.