Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Tome of Clear Thoughts
very_rare
CCC-BMG-38 HULB 3-2 Dead Canaries
Show
Notes:
Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Orb of Direction [Crafted]
common
CCC-BMG-38 HULB 3-2 Dead Canaries
Show
Notes:
Wondrous Item, common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Vicious Weapon (Halberd)
rare
Trade Log
Show
Notes:
Weapon (halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Midnight Phaeton's Horn (Pike +3)
very_rare
CCC-ODFC02-03 Night's Bright Dawning
Show
Notes:
Weapon (Pike), very rare
The weapon retains the glittering, pearlescent sheen and spiraling pattern of the unicorn’s horn. Additionally, anyone holding the weapon can say Phaeton to cause the weapon to glow with bright light for a radius of 20 feet and dim light for a further 20 feet. The light lasts for 1 hour or until someone holding the weapon says Midnight. Any good aligned creatures in the bright light feel slightly more at ease (no mechanical effect), as if caressed by the first rays of moonlight on a dark night.
You gain a +3 bonus to attack and damage rolls with this weapon, which takes the form of any melee piercing weapon of your choice (choice made when item is received and is permanent from then on).
Eyes of the Eagle [Crafted]
common
CCC-ODFC02-03 Night's Bright Dawning
Show
Notes:
Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Orb of Time [Crafted]
common
CCC-ODFC02-03 Night's Bright Dawning
Show
Notes:
Wondrous Item, common
This orb can be used as an Arcane Focus.
While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.
Half Plate Armor of Gleaming [Crafted]
common
Bastion Turn
Show
Notes:
Armor (half plate), common
This armor never gets dirty.
Eyes of Minute Seeing [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Silvered Longbow [Crafted]
common
Bastion Turn
Show
Notes:
Weapon (longbow), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Ring of Necrotic Resistance
rare
DDHC-TYP Tomb of Horror
Show
Notes:
Ring, rare
You have resistance to necrotic damage while wearing this jet ring.
Rod of Alertness
common
DDHC-TYP Tomb of Horror
Show
Notes:
Rod, Very Rare (Requires Attunement)
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.
Spells. While holding the rod, you can cast the following spells from it:
• *Detect Evil and Good
• *Detect Magic
• *Detect Poison and Disease
• *See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.
Staff of Power
very_rare
DDHC-TYP Tomb of Horror
Show
Notes:
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-TYP Tomb of Horror
Show
Notes:
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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Carpet of Flying (4x6)
very_rare
DDHC-TYP Tomb of Horror
Show
Notes:
Wondrous Item, Very Rare
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
1d100 Size Capacity Fly Speed
01–20 3 ft. × 5 ft. 200 lb. 80 feet
21–55 4 ft. × 6 ft. 400 lb. 60 feet
56–80 5 ft. × 7 ft. 600 lb. 40 feet
81–00 6 ft. × 9 ft. 800 lb. 30 feet
Cube of Force
rare
DDHC-TYP Tomb of Horror
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell | Charge Cost
Mage Armor | 1
Shield | 1
Leomund’s Tiny Hut | 3
Mordenkainen’s Private Sanctum | 4
Otiluke’s Resilient Sphere | 4
Wall of Force | 5
Flail +1
uncommon
DDHC-TYP Tomb of Horror
Show
Notes:
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Fire Resistance
rare
DDHC-TYP Tomb of Horror
Show
Notes:
Ring, rare
You have resistance to fire damage while wearing this garnet ring.
Berserker Greataxe
rare
DDHC-TYP Tomb of Horror
Show
Notes:
Weapon (greataxe), rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Defender Halberd
legendary
DDHC-TYP Tomb of Horror
Show
Notes:
Weapon (Any Melee Weapon), Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Javelin of Backbiting
very_rare
DDHC-TYP Tomb of Horror
Show
Notes:
Weapon (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 | |
|---|---|---|---|---|---|---|
| Tome of Clear Thoughts | very_rare | CCC-BMG-38 HULB 3-2 Dead Canaries | Show | |||
|
Notes:
Wondrous item, very rare |
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| Orb of Direction [Crafted] | common | CCC-BMG-38 HULB 3-2 Dead Canaries | Show | |||
|
Notes:
Wondrous Item, common While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. |
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| Vicious Weapon (Halberd) | rare | Trade Log | Show | |||
|
Notes:
Weapon (halberd), rare |
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| Midnight Phaeton's Horn (Pike +3) | very_rare | CCC-ODFC02-03 Night's Bright Dawning | Show | |||
|
Notes:
Weapon (Pike), very rare You gain a +3 bonus to attack and damage rolls with this weapon, which takes the form of any melee piercing weapon of your choice (choice made when item is received and is permanent from then on). |
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| Eyes of the Eagle [Crafted] | common | CCC-ODFC02-03 Night's Bright Dawning | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Orb of Time [Crafted] | common | CCC-ODFC02-03 Night's Bright Dawning | Show | |||
|
Notes:
Wondrous Item, common While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane. |
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| Half Plate Armor of Gleaming [Crafted] | common | Bastion Turn | Show | |||
|
Notes:
Armor (half plate), common |
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| Eyes of Minute Seeing [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Silvered Longbow [Crafted] | common | Bastion Turn | Show | |||
|
Notes:
Weapon (longbow), common |
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| Ring of Necrotic Resistance | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Ring, rare |
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| Rod of Alertness | common | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Rod, Very Rare (Requires Attunement) Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn. |
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| Staff of Power | very_rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
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 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-TYP Tomb of Horror | Show | |||
|
Notes:
Wondrous Item, Very Rare |
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| Carpet of Flying (4x6) | very_rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. 1d100 Size Capacity Fly Speed |
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| Cube of Force | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces |
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| Flail +1 | uncommon | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Weapon (flail), uncommon |
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| Ring of Fire Resistance | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Ring, rare |
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| Berserker Greataxe | rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Weapon (greataxe), rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. |
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| Defender Halberd | legendary | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Weapon (Any Melee Weapon), Legendary (Requires Attunement) The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. |
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| Javelin of Backbiting | very_rare | DDHC-TYP Tomb of Horror | Show | |||
|
Notes:
Weapon (javelin), very rare (requires attunement) 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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