TEXT:  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, 
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  1 
  35 New Magical Items for your Tomb of 
  Annihilation Campaign 
   
   
   
  Written by Brandon Fernandes 
   
  
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, 
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  Agreement for Dungeon Masters Guild.  
   
  2 
  Item Tables by Rarity and 
  Type 
   
  Uncommon items 
   
  Name 
  Type 
  Pg. 
  Bag of JooJoo 
  Berries 
  Wondrous 
  4 
  Bangle of 
  Obo’laka 
  Wondrous 
   
  4 
  Bracers of 
  Kubazan 
  Wondrous 
  4 
  Bracelet of 
  Nangnang 
  Wondrous 
  5 
  Cape of 
  Shagambi 
  Wondrous 
  5 
  Earrings of 
  I’Jin 
  Wondrous 
  6 
  Gloves of 
  Wongo 
  Wondrous 
   
  6 
  Leaf of 
  Guidance 
  Wondrous 
  7 
  Necklace of 
  Papozotl 
  Wondrous 
  7 
  Nose Ring of 
  Unkh 
  Wondrous 
  7 
  Voodoo 
  Potion 
  Potion 
  8 
  Ring of Moa 
  Ring 
  9 
  Waterskin of 
  Purifying 
  Wondrous 
  11 
  Weathered 
  Spectacles 
  Wondrous 
  12 
   
   
  Rare Items 
   
  Name 
  Type 
  Pg. 
  Chwinga Doll 
  Wondrous, 
  Cursed 
  5 
  Cloak of the 
  Forest 
  Wondrous 
  5 
  Dwarven 
  Forged Claws 
  Weapon 
  6 
  Great Axe of 
  Dinosaur 
  Slaying 
  Weapon 
  6 
  Horn of 
  Dinosaur 
  Calling 
  Wondrous 
  7 
  Locket of the 
  Damned 
  Wondrous, 
  Cursed 
  7 
  Ocean 
  Mothers 
  Pendant  
  Wondrous 
  8 
  Ring of the 
  Apes 
  Ring, Cursed 
  8 
  Razor-rang 
  Weapon 
  8 
  Sea Captains 
  Dubloon  
  Wondrous 
  9 
  Totemic 
  Quarterstaff 
  Weapon 
  10 
   
   
  Very Rare 
   
  Name 
  Type 
  Pg. 
  Bow of the 
  Ancients 
  Weapon 
  4 
  Crossbow of 
  Spikes 
  Weapon 
  5 
  Thorn 
  Weapon 
  10 
  Sword of 
  Entaglement 
  Weapon 
  10 
  Vine 
  Weapon 
  11 
   
   
  Legendary 
   
  Name 
  Type 
  Pg. 
  Archdruids 
  Crown 
  Wondrous 
  4 
  Flute of 
  Serenity 
  Musical 
  Instrument 
  6 
  Shield of 
  Aremag 
  Armor 
  10 
  Vine of 
  Thorns 
  Weapon 
  11 
  Whip of the 
  Tomb Dweller 
  Weapon 
  12 
   
  Cursed Items 
   
  Name 
  Type 
  Pg. 
  Chwinga Doll 
  Wondrous, 
  Cursed 
   
  Locket of the 
  Damned 
  Wondrous, 
  Cursed 
   
  Ring of the 
  Apes 
  Ring, Cursed 
   
   
   
  
   
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  3 
  Weapons 
   
  Name 
  Type 
  Pg. 
  Dwarven 
  Forged Claws 
  Weapon 
  6 
  Great Axe of 
  Dinosaur 
  Slaying 
  Weapon 
  6 
  Razor-rang 
  Weapon 
  8 
  Totemic 
  Quarterstaff 
  Weapon 
  10 
  Thorn 
  Weapon 
  10 
  Vine 
  Weapon 
  11 
  Vine of 
  Thorns 
  Weapon 
  11 
  Bow of The 
  Ancients 
  Weapon 
  4 
  Crossbow of 
  Spikes 
  Weapon 
  5 
  Sword of 
  Entanglement 
  Weapon 
  10 
  Whip of the 
  Tomb Dweller 
  Weapon 
  12 
   
  Rings 
   
  Name 
  Type 
  Pg. 
  Ring of Moa 
  Ring 
  9 
  Ring of Apes 
  Ring, Cursed 
  8 
   
  Potions 
   
  Name 
  Type 
  Pg. 
  Voodoo 
  Potion 
  Potion 
  8 
   
  Musical Instruments 
   
  Name 
  Type 
  Pg. 
  Flute of 
  Serenity 
  Musical 
  Instrument 
  6 
   
  Armor 
   
  Name 
  Type 
  Pg. 
  Shield of 
  Aremag 
  Armor 
  10 
   
  Wondrous Items 
   
  Name 
  Type 
  Pg. 
  Bag of JooJoo 
  Berries 
  Wondrous 
  4 
  Bangle of 
  Obo’laka 
  Wondrous 
   
  4 
  Bracers of 
  Kubazan 
  Wondrous 
  4 
  Bracelet of 
  Nangnang 
  Wondrous 
  5 
  Cape of 
  Shagambi 
  Wondrous 
  5 
  Earrings of 
  I’Jin 
  Wondrous 
  6 
  Gloves of 
  Wongo 
  Wondrous 
  6 
   
  Leaf of 
  Guidance 
  Wondrous 
  7 
  Necklace of 
  Papozotl 
  Wondrous 
  7 
  Nose Ring of 
  Unkh 
  Wondrous 
  7 
  Waterskin of 
  Purifying 
  Wondrous 
  11 
  Weathered 
  Spectacles 
  Wondrous 
  12 
  Chwinga Doll 
  Wondrous, 
  Cursed 
  5 
  Cloak of the 
  Forest 
  Wondrous 
  5 
  Horn of 
  Dinosaur 
  Calling 
  Wondrous 
  7 
  Locket of the 
  Damned 
  Wondrous, 
  Cursed 
  7 
  Ocean 
  Mothers 
  Pendant  
  Wondrous 
  8 
  Sea Captains 
  Dubloon  
  Wondrous 
  9 
  Archdruids 
  Crown 
  Wondrous 
  4 
   
   
   
   
   
   
   
   
   
  
   
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  4 
  Items (A-Z) 
   
  Archdruids Crown (Requires 
  attunement by a druid) 
  Wondrous item, legendary (requires 
  attunement) 
   
  A beautiful golden crown encrusted 
  in a variety of different gems. The 
  primary gem is an emerald that 
  adorns its front. When attuned to 
  this item a druid who wild shapes 
  can add some full hit die to health of 
  the animal wild shaped into. The hit 
  die must be of the animal 
  transformed into. The number of hit 
  die equals the druids wisdom 
  modifier (Before transformation) + 
  1. 
   
  Bag of JooJoo Berries 
  Wondrous item, uncommon 
   
  A hand-woven yellow silk pouch that 
  has a red drawstring. This pouch 
  contains 1d12+4 JuJu Berries. JuJu 
  berries are a magical food; some 
  people believe the Chwinga’s in 
  Chult bless them. The truth is that 
  they are droppings from the 
  Chwinga and as a result they contain 
  some of their magical essence. When 
  a creature consumes one of these 
  berries they gain the benefit of a 
  guidance spell for the next ability 
  check that they undertake. If 24 
  hours pass and no ability check has 
  been undertaken, the affect wears 
  off. 
   
   
   
   
   
   
   
   
   
  Bangle of Obo’laka 
  wondrous item, uncommon 
   
  A silver bangle with the name 
  Obo’laka carved into it. The name is 
  written in an ancient Chultan 
  language. When wearing this bangle 
  the user is able to cast detect magic 
  at will once per dawn. 
   
  Bow of the Ancients 
  Weapon (longbow), very rare 
  (requires attunement) 
   
  A wooden bow, decorated in 
  feathers of the Aarakocra. The bow 
  is passed down to legendary 
  hunters. Each feather is 
  representative of a previous wielder. 
  Damage done with this bow is 
  magical and it grants a +1 to damage 
  and attack rolls. Additionally as a 
  bonus action a creature can hear the 
  voices of the spirits of the Aarakocra 
  and be granted spectral wings for 
  one minute. They gain a fly speed 
  equal to their normal speed. This 
  feature can only be used once per 
  dawn.  
   
  Bracers of Kubazan 
  wondrous item, uncommon 
   
  A set of golden bracers, these 
  bracers show images of a small frog 
  turning into a froghemoth. These 
  bracers double the carrying capacity 
  of the wearer. 
   
   
   
   
  
   
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  copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
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  5 
  Bracelet of Nangnang 
  wondrous item, uncommon 
   
  The wearer of this bracelet gains 
  advantage on saving throws against 
  poison. An ancient tribe of grungs 
  created the bracelet for a human ally 
  of theirs. The bracelet is made 
  purely of cloth and wooden beads. 
   
  Cape of Shagambi 
  wondrous item, uncommon 
   
  A green hooded cape, the border of 
  which are decorated with pictures of 
  snakes. The wearer of this cape 
  gains advantage on acrobatics 
  checks. Their jumping distance also 
  increases by 10 ft. 
   
  Chwinga Doll 
  wondrous item, rare, cursed 
   
  A modest doll made out of leaves 
  and straw, along its chest is three 
  gems. Two of these gems are rubies 
  and the bottom one is a sapphire. By 
  removing one of the gems a player 
  can gain a charm like a Chwinga’s 
  magical gift ability. The charm itself 
  is random and determined by the 
  DM.  Once a gem is removed it is 
  gone and wont grant anything else. 
   
  Cursed 
   
  If someone removes the sapphire 
  instead of gaining a positive charm 
  they gain a negative one. By 
  removing the sapphire the player 
  will have disadvantage on saving 
  throws for 7 days. Ultimately the DM 
  can decide a different negative 
  charm for the player; the only 
  guideline is that the charm be 
  negative and temporary. 
   
  Cloak of the Forest  
  Wondrous item, rare (requires 
  attunement by; sorcerer, warlock or 
  wizard) 
   
  A green cloak, woven by the tabaxi; 
  the cloak is trimmed with actual 
  leaves and there is a large tree 
  depicted on the back. When attacked 
  the wearer can use their reaction to 
  disappear in a cloud of leaves and 
  reappear within 30ft of their starting 
  position (Similar to misty step). This 
  feature can only be used once per 
  dawn. 
   
  Crossbow of Spikes  
  Weapon (Hand crossbow), very rare 
  (requires attunement) 
   
  A hand crossbow carved out of 
  maple wood. Vines hold the bolts 
  within the triggering mechanisms 
  functioning the same as a normal 
  crossbow string. When attuned to 
  this weapon the user gains a +2 to 
  damage and attack rolls. All weapon 
  attacks with this weapon is magical. 
  Whenever they miss a target the bolt 
  explodes in a wave of spikes in a 
  5ftx5ft square that acts the same as 
  spike growth. These areas last for a 
  minute before dispelled. To 
  determine the area, which the spike 
  growth activates, assign each 
  surrounding square of a target a 
  number and then roll a d8 (The 
  square affected will be determined 
  by the dice). 
   
   
   
  
   
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  Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their 
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  copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  6 
  Dwarven Forged Claws  
  Weapon, rare (requires attunement 
  by a monk) 
   
  A metal skeleton formed out of iron 
  and steel. This skeleton slides onto 
  the arms of the wearer like a lengthy 
  glove. There are five slots within the 
  skeleton where each finger can fit in. 
  These slots have sharp steel claws 
  protruding from them. The albino 
  Dwarves forged these claws in 
  Hrakhammer. When attuned to this 
  weapon a monk gains +1 to 
  unarmored strike damage and attack 
  rolls. It also allows the wearer to roll 
  additional 1d4 damage with each 
  successful hit. 
   
  Earing of I’Jin 
  wondrous item, uncommon 
   
  An earing carved out of the horn of 
  an Almiraj. The wearer of the earing 
  gains advantage on perception 
  checks that rely on hearing or sight. 
  It also increases wearer’s passive 
  perception by 1. 
   
  Flute of Serenity (Requires 
  attunement by a Bard) 
  Musical instrument (flute), Legendary 
  (requires attunement by a bard) 
   
  A beautiful wooden flute glazed in a 
  red tree sap. When played it 
  produces a beautiful calming sounds. 
  Those who hear the flute feel 
  relaxed; the music also attracts small 
  woodland creatures. Whilst playing 
  the flute the user can expend 
  charges to cast the following spells: 
  Animal Friendship (1 charge), 
  Charm Person (1 Charge), Calm 
  Emotions (2 charges) and 
  Suggestion (2 charges). The flute has 
  7 charges and regains 1d6 +1 every 
  dawn. Due to the calming nature of 
  the flutes music you can expend an 
  additional two charges to make any 
  of these spells cast induce 
  disadvantage on a creatures save. 
   
  Gloves of Wongo 
  wondrous item, uncommon 
   
  A pair of leather gloves made from 
  the hide of a Su-monster. The wearer 
  of these gloves gain a climbing speed 
  of 10ft. Due to needing both hands to 
  climb they are unable to use a 
  weapon or cast spells with semantic 
  components whilst climbing. 
   
  Great Axe of Dinosaur Slaying  
  Weapon (great axe), rare (requires 
  attunement) 
   
  A great axe that the actual head is 
  made purely of stone. The hilt is 
  made out of wood and it’s wrapped 
  in dinosaur hide. This axe was 
  bestowed to legendary hunters 
  during the early eras of Chult. This 
  axe deals extra 2d6 damage to 
  beasts. It also gives advantage to 
  attacks against dinosaurs. It grants 
  +1 to damage and attack rolls. All 
  damage done with this weapon is 
  considered magical. 
   
   
   
   
   
   
   
   
   
   
  
   
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  Agreement for Dungeon Masters Guild.  
   
  7 
  Horn of Dinosaur Calling 
  Wondrous item, rare 
   
  A horn that is carved out of stone, 
  teeth from a variety of different 
  dinosaurs ordain it. As an action a 
  player can blow into the horn to 
  attempt to summon a nearby 
  dinosaur to the premises. The 
  dinosaur will appear after 1d4-1 
  rounds of combat (Minimum of 1). 
  The dinosaur summoned is 
  determined by the DM and weather 
  or not it’ll be friendly is also 
  dependent on the DM.  
   
  Leaf of Guidance 
  wondrous item, uncommon 
   
  A large leaf about the size of a hand. 
  The leaf itself was blessed by a tribe 
  of Chwingas. It was then surrounded 
  in clay which hardened giving the 
  leaf a ceramic appearance. If the leaf 
  absorbs 1 gallon of water it points to 
  north; giving advantage on any 
  survival check in regards to 
  navigation 
   
  Locket of the Damned (Requires 
  attunement) 
  Wondrous item, rare (requires 
  attunement), cursed 
   
  This locket is made purely of bones. 
  The chain made up of finger and toe 
  bones whilst the main part of the 
  locket is an actual skull. When 
  attuned to this locket you gain the 
  benefit of the undead fortitude 
  feature. You also gain resistance to 
  necrotic damage. 
   
   
   
  Cursed 
  When attuned to this item your body 
  begins to decay and unleash a smell. 
  This smell constantly attracts any 
  nearby undead towards your 
  position; When a random encounter 
  with undead is rolled the number of 
  undead is doubled. The stench also 
  makes it impossible for you to hide 
  from undead. You also gain 
  vulnerability to radiant damage. The 
  item can only be removed with a 
  remove curse spell or similar magic. 
   
  Necklace of Papozotl 
  wondrous item, Uncommon 
   
  A necklace made out of cloth and 
  Eblis feathers. Some of these 
  feathers are dyed different colors. 
  The wearer of this necklace gains the 
  ability to cast minor illusion at will. 
  Intelligence is their spellcasting 
  ability for this spell. 
   
  Nose ring of Unkh 
  wondrous item, uncommon 
   
  A nose ring created from the shell of 
  a flail snail. Created by worshipers of 
  Unkh this piece of jewelry increases 
  a wearer’s defence. As an action the 
  creature can take a defensive stance 
  granting them resistance to 
  bludgeoning, piercing and slashing 
  damage. 
   
   
   
   
   
   
   
   
   
  
   
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  8 
  Ocean Mothers Pendant  
  Wondrous item, rare (requires 
  attunement) 
   
  A silver chained pendant that holds a 
  clear crystal blue sapphire. The 
  pendant gains it’s named from how 
  it looks when held up to the sun. 
  When held up to the sun the crystal 
  shines creating an ocean like wave in 
  the sapphire. When attuned to this 
  item the wearer does not need to 
  drink water. The magic from the 
  pendant satiates the users need for 
  water. 
   
  Voodoo Potion 
  Potion, uncommon 
   
  A noxious smelling liquid that slowly 
  bubbles at a continuous rate. The 
  color of the liquid seems to change 
  every hour ranging from beautiful 
  blues and purples to toxic looking 
  greens and reds. Witches past and 
  present created these potions. When 
  one drinks this potion they feel 
  uncontrollable magical energy 
  envelop them that causes wild 
  surges. For the next three turns a 
  creature must roll on the sorcerer 
  wild surge table at the beginning of 
  their turn. If an outcome has no 
  tangible affect for that player 
  characters class such as regaining 
  sorcery points re roll the result.  
   
  Razor-rang 
  Weapon (simple/dagger), rare 
  (requires attunement) 
   
  An old tribal weapon carved out of 
  metal. It is oblong shape similar to a 
  boomerang. Its edges are sharp 
  enough to slash through skin. Old 
  Chultan lizardfolk barbarian tribes 
  forged these types of weapon long 
  ago. The weapon has carvings of 
  different animals on both sides. If 
  you have proficiency in daggers or 
  simple weapons you are considered 
  proficient in this weapon. Similar to 
  a dagger you are able to throw it at 
  an enemy to do damage however 
  this weapon can return to your hand 
  after it has been thrown. On a 
  successful hit the target suffers 1d6 
  + Dex modifier worth of damage. 
  Every time the weapon is thrown the 
  user must roll a d20, on a 1 the 
  weapon does not return to the users 
  hand, on a 20 the weapon comes 
  back and hits the enemy before 
  returning to your hand allowing the 
  thrower to roll additional damage 
  (Same as additional hit). With any 
  other roll the weapon returns to the 
  throwers hand as normal. It grants 
  +1 to damage and attack rolls. 
   
  Ring of the Ape (Requires 
  attunement) 
  Ring, rare (requires attunement), 
  cursed 
   
  A ring carved from the shell of a 
  coconut. When attuned to this ring 
  you gain a climbing speed of 30ft. 
  You also gain advantage on any 
  acrobatics check; you also gain 
  proficiency in the skill. If you already 
  have proficiency you double it. 
   
  Cursed 
   
  The ring has the ability to 
  permanently transform the wearer 
  into a monkey. When attuned to this 
  item the DM secretly roles a d100 
  every 24 hours the character is 
  
   
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  9 
  attuned to it. The totals of each roll 
  will be added together at the end of 
  each day. When the totals of these 
  roles reach certain numbers the 
  character will undergo 
  transformations (Detailed in table 
  below). The item can be removed 
  with a remove curse spell or other 
  similar magic. When attunement is 
  broken with such magic the wearer 
  reverts to their original selves; 
  unless they have reached the final 
  stage in the transformation (Detailed 
  in the table below). 
   
  Ring of Ape Table 
  D100 Total 
  Transformation 
  500 
  Player becomes immune to 
  mad monkey disease and 
  gains a craving for 
  bananas. They also gain 
  the ability to understand 
  monkeys and other apes 
  1000 
  Player grows a monkey 
  tail. The tail can be used to 
  hold items; including 
  weapons. They also gain a 
  desire to always be 
  climbing. They also begin 
  to grow significantly 
  hairier 
  1250 
  Player grows monkey ears. 
  He also shrinks down a 
  size category if he isn’t 
  already the same size 
  category as a monkey. 
  1500 
  Player becomes a monkey. 
  Their statistics become the 
  same as monkeys. They 
  can retain proficiency in 
  weapons and use them and 
  still cast spells however in 
  order to do so they must 
  succeed on a DC 10 Wis 
  Save to hold back the 
  monkey instincts. On a 
  failure they cannot make 
  an attack or cast a spell. 
  2000 
  The attuned character 
  becomes a monkey 
  permanently. They lose 
  their proficiencies and 
  spellcasting ability. 
  Nothing can be done to 
  reverse the magic at this 
  point except for the use of 
  a wish spell. The ring falls 
  off, but the curse still 
  remains.  
   
  Ring of Moa 
  Ring, uncommon 
   
  A bronze ring that depicts a Jaculi 
  eating its own tail. It is imbued with 
  magical energy from Moa. When 
  wearing this ring you gain advantage 
  Insight checks in order to discern if 
  someone is lying. 
   
  Sea Captains Dubloon 
  wondrous item, rare 
   
  A golden coin from an age long past, 
  it has a picture of a turtle on one side 
  and the image of Tymora on the 
  other. These Dubloons have been 
  found throughout the world, to find 
  one means that one must have good 
  luck. Legends state that those who 
  find one end up gaining great 
  fortune and superior luck. When the 
  coin is on ones person they can re-
  roll one ability check, attack roll or 
  saving throw. They must take the 
  new roll. This feature can be used 
  once per long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  10 
  Shield of Aremag  
  Armor (shield), legendary (requires 
  attunement by a tortle or one chosen 
  by Aremag) 
   
  Long ago Aremag was poisoned by 
  the zhentarim. A tortle sage 
  managed to cure him of said posion. 
  After being cured of his poison he 
  granted him a shield. The shield is 
  made out of a singular tooth of 
  Aremag, its front end is covered in 
  shark teeth. When attuned to this 
  shield as a reaction you can damage 
  an enemy who successfully hits you 
  with a melee attack for 2d4 piercing 
  damage. 
   
  Sword of Entanglement 
  weapon (Longsword), very rare 
  (requires attunement) 
   
  A wooden short sword that is 
  covered in moss. It has a singular 
  green vine, which wraps itself along 
  the blade and surrounds the hilt. An 
  ancient druid created the sword long 
  ago. This sword allows the wielder 
  to unleash the power of vines to 
  restrain the opponent. When the 
  wielder hits with a melee attack they 
  can force the opponent to make DC 
  18 Strength save as the vine along 
  the blade surrounds them. On a 
  failure the vine detaches from the 
  hilt and restrains the opponent until 
  they are either killed or break out of 
  it. Once a creature becomes 
  restrained in this manner the feature 
  can no longer be used, as a new vine 
  will grow on the sword at the end of 
  the next long rest. It grants +2 to 
  damage and attack rolls. 
   
   
  Thorn  
  Weapon (dagger), Very rare (requires 
  attunement) 
   
  A dagger carved from the tooth of a 
  T-rex. It seeps out a red poison along 
  its serrated edge. On careful 
  inspection you can see that there is a 
  protrusion along the hilt that looks 
  like maybe it slides into something. 
  On a successful hit against a 
  paralyzed creature the dagger does 
  extra 3d6 damage and ends the 
  creatures paralysis. Those attuned to 
  this dagger can sense the direction 
  of Vine. Attacks with this dagger are 
  magical. The dagger grants +1 to 
  damage and attack rolls. Attacks 
  with this weapon are magical. 
   
  Totemic Quarterstaff (+1) 
  (requires attunement) 
  weapon (quarterstaff), rare (requires 
  attunement) 
   
  A quarterstaff that is made up of 
  animalistic totemic heads. The 
  totems are representative of 
  different animals that can be found 
  in the world. Each head contains a 
  spirit of the animal it represents. 
  After every long rest the person 
  attuned to the staff can unleash one 
  of these spirits. The spirit unleashed 
  grants the player proficiency in a 
  skill and a minor physical change 
  until the end of the next long rest; 
  where they choose again. Players 
  can choose to not unleash a spirit so 
  they do not gain any physical 
  changes or proficiency for that day. 
  The DM chooses or rolls to 
  determine the number of heads and 
  can either choose or roll what heads 
  are present. There is 1d4 +2 heads 
  
   
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  11 
  present on the quarterstaff. It grants 
  +1 to damage and attack rolls. 
   
  D10 
  Animal 
  Skill 
  Proficiency 
  Physical 
  changes 
  1 
  Tiger 
  Athletics 
  Grows sharp 
  fangs and claws 
  2 
  Snake 
  Stealth 
  Skin becomes 
  reptile like; 
  similar to a 
  snake 
  3 
  Bear 
  Intimidation 
  User becomes 
  furrier & grows 
  bigger in size 
  4 
  Owl 
  Perception 
  Eyes become 
  wider and have 
  similar coloring 
  to an owls 
  5 
  Bovine 
  Religion 
  Small sets of 
  horns appear on 
  the head; Ears 
  become bovine 
  ears 
  6 
  Deer 
  Medicine 
  A set of antlers 
  appear on the 
  head of the user 
  7 
  Octopus 
  Deception 
  Player gains 
  suction cups all 
  along their arms 
  and hands 
  8 
  Monkey 
  Performance 
  Player grows a 
  monkey tail 
  9 
  Dog 
  Animal 
  Handling 
  Player grows dog 
  ears and a dogs 
  tail 
  10 
  Badger 
  Investigation 
  Player grows 
  claws and black 
  fur 
   
   
  Vine  
  Weapon (dagger), Very rare (requires 
  attunement) 
   
  A dagger carved from the tusk of a 
  mammoth. It seeps out a blue poison 
  along its edge. Careful inspection 
  shows that there is a slit in the 
  handle where it looks like an item of 
  similar size can slide in. On a 
  successful hit a target must make a 
  successful DC 12 Cons save or be 
  paralyzed until the start of their next 
  turn. Those attuned to it can sense 
  the direction of Thorn. Attacks with 
  this dagger are magical. The dagger 
  grants +1 to damage and attack rolls. 
   
  Vine of Thorns (Vine & Thorn) 
  Weapon(dagger), Legendary 
  (requires attunement; only counts as 
  one item) 
   
  A set of two magical daggers made 
  by the Batiri goblins. One carved 
  from a tooth from a T-Rex and the 
  other cut from a mammoth tusk. 
  When these two daggers combine a 
  dagger with two bladed ends 
  protruding from the handle. When 
  combined on a successful hit you can 
  use a bonus action to attack with the 
  other side of the dagger. The two 
  daggers retain their normal innate 
  magical abilities on a hit. When 
  combined both these daggers gain 
  +2 to hit and damage. 
   
  Waterskin of Purifying  
  wondrous item, uncommon 
   
  A waterskin that has images of 
  sharks woven into it. The cover of 
  which seems to irradiate a celestial 
  feeling. When any liquid is put into 
  the waterskin (such as diseased 
  river water) it can be drunk as if it 
  was purified. This only works if the 
  liquid is drunk from the skin. If a 
  liquid is poured out onto the ground 
  or another device it is no longer 
  purified. The waterskin holds 4 
  Gallons of water.  
   
   
   
   
   
  
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, 
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is 
  copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  12 
  Weathered Spectacles 
  Wondrous item, uncommon 
   
  A set of glasses that is rusted and 
  chipped. By wearing these spectacles 
  you can view what the weather will 
  be in 24 hours, in the places that you 
  look at. 
   
  Whip of the Tomb Dweller  
  weapon (whip), legendary (requires 
  attunement) 
   
  A grandiose looking whip with a 
  jewel encrusted crimson handle. The 
  whip once held by a legendary 
  adventurer. This item grants +3 to 
  damage and attack rolls. Damage 
  with this weapon is considered 
  magical. When attuned to the whip 
  you can innately sense secret 
  tunnels and passages. You can also 
  magically command the whip to coil 
  around objects; this can be used to 
  create a makeshift rope swing or 
  even trip enemies (If done in combat 
  requires an action and potentially 
  may trigger a Save or Check to the 
  DMs discretion). 
   
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Tomb of Annihalation/35_Magical_Items_for_Tomb_of_Annihilation.pdf