Magic Items from Return to the Tomb of Horrors Adapted for Fifth Edition Acererak's Haphazard Wheel Wondrous item, legendary This small, circular roulette table is carved from ornate, expensive wood, and has six slots for a ball to land in. If any creature standing within 10 ft. of the table says a number between 1 and 6 in Common the wheel begins to spin. The wheel glows a bright green as it spins, then a small metal ball appears to roll around the outside of the spinning disc. The spinning slowly draws to a halt, and the ball lands in one of six available slots (the DM rolls a d6 to determine which one). If the slot matches the number the creature called out, one of that creature’s ability scores (of their choice) becomes 21, if it is not already higher. Once a creature plays the game, they cannot do so again for 200 years. Lucky. If the character who activated the wheel has a stone of good luck (luckstone) attuned to them, or has the Lucky feat, they can roll their own d6 to determine which slot the ball lands in, in addition to the DMs roll. They can compare the two numbers and choose which of the two options the ball lands in. Curse. If the ball falls into a slot that does not match the one the character suggested, the character suffers the malign effect keyed to the slot the ball lands within. Only a wish spell can undo the effects of the haphazard wheel. Slot 1. The creature is aged by 30 years. This slot depicts a hourglass with the number one inscribed.

The creature is aged by 30 years. This slot depicts a hourglass with the number one inscribed. Slot 2. The creature’s hit point maximum is permanently reduced by 20. This slot depicts a withered hand with two fingers raised

The creature’s hit point maximum is permanently reduced by 20. This slot depicts a withered hand with two fingers raised Slot 3. The creature’s highest ability score is reduced by 2 points. This slot depicts a broken bone with three tally marks carved into it.

The creature’s highest ability score is reduced by 2 points. This slot depicts a broken bone with three tally marks carved into it. Slot 4. The creature gains 2 points of exhaustion. This slot depicts a crawling man, with four large wounds in his side.

The creature gains 2 points of exhaustion. This slot depicts a crawling man, with four large wounds in his side. Slot 5. The creatures ears and eyes are erased from existence. They are blinded and deafened. This slot depicts a featureless face, except for five tally marks sliced across it.

The creatures ears and eyes are erased from existence. They are blinded and deafened. This slot depicts a featureless face, except for five tally marks sliced across it. Slot 6. The creature makes a DC 19 Charisma saving throw. On a fail, their soul is magically trapped inside Acererak’s phylactery. On a success, the creature takes 49 (14d6) necrotic damage, and if this damage reduces the creature to 0 hit points, its soul is trapped as if it had failed the saving throw. A soul trapped for 24 hours is destroyed. This slot depicts a grinning skull with six bejeweled teeth. Anyone who stops the wheel spinning prematurely is affected as if the ball had landed in slot 6, and the spin is voided for whichever creature was ‘playing.’ Additionally, if the creature who activated the wheel has a stone of ill luck (illuckstone) attuned to them, the DM rolls 2 d6s and picks the highest number, or the result which does not match the character's choice, to determine which slot the ball lands in.



Black Cloak Wondrous item, uncommon (requires attunement) This cloak stiffens when its wearer is threatened, granting them extra protection from attack. While wearing it, your Armor Class is 13 + your Dexterity modifier. Blade Perilous Weapon (longsword), artifact (requires attunement) This jet-black longsword has runes carved into the blade that glow red while the blade is held. You gain a +3 to attack and damage rolls made with this magic weapon, which also functions as a sword of wounding. It has the following additional properties: Entrancing Runes. As an action while wielding this weapon, you can cause the runes on this weapon glow with mesmerising patterns. When using this action, you swing the blade overhead in two complete circuits to cast the hypnotic pattern spell (spell save DC 18) without material components. Blade Perilous can cast this spell three times per day, and concentrates on the spell so you don’t have to. Finesse. This weapon is enchanted to be as light as a shortsword. If you are proficient in shortswords and not longswords, you can wield this weapon as if you were proficient with longswords. In addition, this weapon has the Finesse and Light properties. See Invibility Aura. This weapon allows its wielder to see invisbile creatures and objects within 30 feet of it as if they were visible. Sentience. Blade Perilous is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet, as well as truesight within 10 feet. This weapon can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is powerful and commanding. While you are attuned to it, Blade Perilous also understands every language you know. Personality. Blade Perilous speaks with boastful pride, as if it has never lost a fight. It was created by the Lord High Exultant of Moil for the special purpose of defending the city from aggressors. It believes that no warrior can best the one wielding itself. Blade Perilous will ask the wielder to seek out powerful warriors to defeat in battle. If the blade's wielder is reduced to 0 hit points by another warrior wielding a melee weapon, Blade Perilious instantly becomes attuned to that warrior instead. Blade Perilous’ desire for victory must be regularly fulfilled. If it goes three days or more without defeating an opponent, a conflict between it and its wielder occurs at the next sunset.

Blood Codex Wondrous item, legendary (requires attunement by a spellcaster) This evil tome contains Mistress Ferranifer’s instructions for wizards who wish to transform themselves into free-willed vampires. Curse. Any creature who attunes to the book must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed by the book and becomes obsessed with reading it for 1d4 weeks. During this time, the creature broods on the next, resulting in disadvantage on all ability checks, attack rolls, and saving throws. When the period of preoccupation ends, the reader must make a DC 15 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. In any event, the book conveys the knowledge necessary to convert a spellcaster of 13th-level or higher into a free-willed vampire. The instructions are lengthy and involve the gathering of a host of esoteric ritual materials with a total value of 50,000gp. Thereafter, the reader must perform rituals and incantations that consume two months of time and a further 50,000gp in expenses. If the reader of the codex meets the requirements and completes the rituals, they must make a DC 16 Constitution saving throw. If successful, the reader becomes a vampire over a 3-day period, as described on page 295 of the Monster Manual. If the saving throw fails, the reader drops to 0 hit points and is turned to dust and is forever destroyed (not even a wish spell has the power to restore them). Bonemail Armour (chainmail), rare (requires attunement) This skeletal armour was developed by students of the Black Academy. While wearing this armour, you gain a +1 bonus to AC. The mail is fashioned from bones, usually from humanoids, and appears as an external framework of bony protrusions. Thick ribwork attached to a supporting spine and the long bones of the armour provide protection to the wearer against blows, and the enchantments upon them sense the movements of the wearer and enhance them. While wearing this armour, you add +2 to any damage dealt with a melee weapon attack. Most suits of bonemail come with a helmet fashioned from the upper portion of a humanoid skull. While attuned to the armour, this helmet grants the wearer darkvision out to a distance of 120 feet. Curse. The bones that make up bonemail are partially animated, and are therefore subject to effects that would turn undead. If the wearer of the bonemail is within range of an effect that would turn undead, the wearer must make the saving throw as well. On a failed save, the wearer’s movements are suddenly hindered by the exoskeleton. The wearer suffers disadvantage on all attack rolls, as well as Strength and Dexterity checks and saving throws for the duration. For the purposes of the cleric’s Destroy Undead feature, the armour has a Challenge Rating of 4.















































Bonewand Wand, very rare (requires attunement by a spellcaster of evil alignment) This item appears to be a small wand made from porous bone. Carved subtly along the entire length of the wand is an elongated human skeleton whose arms are raised above its head. The secret of these wands’ manufacture was discovered at the Black Academy, and only a few of them exist. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk. If you expend the wands last charge, roll a d20. On a 1, the wand crumbles to dust and is destroyed. Blight. While holding the wand, you can use an action to expend 1 charge from the wand and cast the blight spell (DC 15). When using casting the spell in this way, you can only target creatures with a skeleton. Bone Fusion. While holding the wand, you can use an action to expend 1 charge to cause a thin beam of grey light to streak towards one creature you can see within 60 feet of you that has a skeleton. The target must make a DC 13 Constitution saving throw. On a failed save, every bone in the target’s body is permanently welded together and they are paralysed. Brooch of Access Wondrous item, uncommon This brooch has 20 charges. While wearing this brooch you can use an action to expend a charge and cast the knock spell. Once you expend the last charge, the brooch loses its magical properties.

Rending Hook of Dargeshaad Weapon (dagger), legendary There are three Rending Hooks of Dargeshaad, each contain the essence of one of three evil sisters: Athalin, Kaerys, and Cinerine, who were warlocks of the evil demi-god Dargeshaad. While wielding this dagger, you have a +3 bonus to attack and damage rolls made with the weapon, and attacks made with it critically hit on a d20 roll of 19-20. Devour. When you land a critical hit with this dagger, the hook physically and magically joins with the flesh of the victim. A remove curse or similar magic removes the hook from the victim. While a hook remains embedded in a creature’s flesh, that creature must make a DC 15 Constitution saving throw at the start of each of its turns, or have one random ability score reduced by 1d4 points. Only a wish spell can undo this reduction. When any ability score drops to 0, the creature dies and its spirit is consumed by the hook, preventing it from being raised from the dead (even by a wish spell). In addition, on a failed saving throw, the creature becomes incapacitated until the start of their next turn, spending the round screaming and writhing in agony. Sentience. The rending hook is a sentient chaotic evil magic item, with an Intelligence of 12, a Wisdom of 9, and a Charisma of 14. It communicates by conveying dark emotions to the wielder. The rending hooks resent living creatures, and seek vengeance against every single living being in the world. While suspended from a chain or rope, the hook can use an action to make a melee weapon attack a living creature within 5 feet of it, with a +5 bonus on the attack roll. If no living creatures are within 5 feet of it, it takes the Ready an Action action to attack a living creature when one comes within 5 feet of the hook. Curse. This magic item is cursed. When making an attack roll with this hook, on a d20 roll of 1, the hook turns on its wielder and uses its devour feature against it, as if it had critically hit its wielder. Deathtooth Weapon (dagger), uncommon This dagger looks like the curved tooth of a large animal, and carries the blessing of Acererak within it. Acolytes of the Black Academy create one upon graduation, requiring the sacrifice of many creatures. Only evil humanoids would consider using such a weapon. Attacks and damage rolls made with this weapon have a +1 bonus. The dagger does an additional 1d4 necrotic damage on a hit. Ferranifer's Brooch of Turn Immunity Wondrous item, rare (requires attunement) This simple brooch made of obsidian allows an undead creature attuned to it immunity to effects that would turn undead. Curse. Living creatures that attune to this brooch must make on a DC20 Constitution saving throw. On a failed save, the creature takes 7d8 + 30 necrotic damage, or half as much on a successful one. A humanoid killed by this effect rises after 1d10 minutes as a zombie. Gauntlet of Guard Wondrous item, rare (requires attunement) This gauntlet has 8 charges for the following properties. It regains 1d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the gauntlet loses its magical properties and becomes a normal steel gauntlet. Shield. You can use a reaction to expend 1 charge and cast the shield spell. When you do this, the gauntlet expands to cover your entire body in a metallic casing of imposing aspect. Lightning Ray. You can use an action to expend 3 or more charges from the gauntlet and cast the lightning bolt spell. For 3 charges, you cast the 3rd-level version of the spell. You can increase the spell slot level for each additional charge you expend. Headsman's Axe of Moil Weapon (battleaxe), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and critically hit, you can cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or if the DM decides the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. If a creature is kneeling down with its head on a chopping block, any attack targeting that creature with this weapon which hits is a critical hit. Headsman's Hood of Moil Wondrous item, rare (requires attunement) This black hood has two eyeholes carved into it, and fits over the head of any humanoid-shaped head (resizing to fit Small races), concealing the identity of the wearer. The hood has 3 charges. As an action, you can expend a charge to cast the suggestion spell from the hood (spell save DC 18). If you use the spell to suggest the target kneel down and place their head on a chopping block, the target has disadvantage on the saving throw. The hood regains 1d3 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hood loses its magical properties and becomes a normal leather hood.