Summary
- Some DnD magic items in Vecna: Eve of Ruin are more useful than others, like powerful tomes for stat boosts.
- Finding the best magic items in Vecna: Eve of Ruin isn't always easy.
- Key items like the Crown of Lies and the Rod of Seven Parts are crucial for success in Vecna: Eve of Ruin.
Vecna: Eve of Ruin is a Dungeons & Dragons adventure strewn with its fair share of magic items, but some that can be found throughout the campaign are definitely better than others. Even at higher levels, adventurers can still expect to come across some +1 longswords here and there that they're more likely to sell than employ. From powerful weapons to tomes that level up stats, however, there's a select variety that can truly make a difference.
Managing to pick up all the best magic items in Vecna: Eve of Ruin could require some care, even from parties attempting to be thorough. Some need to be acquired from NPCs, while others are tucked away in dark corners or guarded by powerful new DnD monsters. The setting-hopping nature of the campaign might make it hard to get intimately familiar with every location and character, but paying attention can be rewarding.

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10 The Stone Of Good Luck Is Versatile & Powerful
Wondrous Item, Uncommon
Although the Stone of Good Luck is only categorized as an uncommon item, it's still a highly useful one to have on hand. Offering a +1 to ability checks and saving throws is a boon that can benefit all aspects of the game, and that minor boost can mean life or death when it really counts. Vecna: Eve of Ruin re-flavors it as a golden flywheel, making for a slightly different twist on the classic item.
The Stone of Good Luck does require attunement, so at high levels, it might not end up being worth the slot when weighed against rarer magic item options. It can be found near the very beginning of Vecna: Eve of Ruin, however, and it's likely to be of use to someone in the party as they explore the early parts of the campaign.
9 The Cloak Of Arachnida Grants Spider-Like D&D Boons
Wondrous Item, Very Rare
Vecna: Eve of Ruin isn't the best campaign for those who truly hate spiders, as it doesn't shy away from eight-legged horrors. One application of this theme that's less scary, however, is the Cloak of Arachnida. Donning this piece of apparel grants a wide variety of benefits, from poison resistance to a powered-up version of the web spell.
While wearing it, you gain the following benefits:
- You have resistance to poison damage.
- You have a climbing speed equal to your walking speed.
- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
- You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
The coolest parts are the spider-like climbing capabilities, which makes climbing as fast as walking and opens up the possibility of walking upside down on ceilings. Getting to use any of this in the campaign, however, could come at a cost. The cloak is an item of significant value and meaning to the NPC who bears it, so taking it off of them might not be the most heroic Vecna: Eve of Ruin decision that the party could make.
8 The Robe Of Stars Is Stylish And Useful
Wondrous Item, Very Rare
The Robe of Stars is the perfect item for any party member who likes to play up their mysticism, as the name and style carry a powerful weight on their own. Of course, it's also a magic item, so there's utility to be found as well. One of these features is found in the embroidered stars themselves, which can be pulled off for the purpose of casting magic missile.
Name |
Robe Of Stars |
Category |
Items |
Item Rarity |
Very rare |
Modifiers |
Saving Throws +1 |
Even more powerful is the ability to enter the Astral Plane at will with the robe, eliminating the need to have a high-level DnD spell equipped. Like the Cloak of Arachnida, it appears in a situation where hanging onto it isn't the best moral choice for the party, although actually taking it from someone isn't necessary. Even if the party doesn't keep it, they can get 2500 gp worth of gemstones, so it's a good thing to find either way.
7 Vecna: Eve Of Ruin Introduces The Chime of Exile
Wondrous Item, Very Rare
The Chime of Exile is one of the new magic items added in Vecna: Eve of Ruin, and it's one that could be especially useful in the right scenario. The chime allows the bearer to cast banishment once a day, sending a target who fails a DC 20 save to another plane. This wouldn't be all that much to write home about, especially at higher levels, but if the target has less than 50 hit points, they automatically fail the save.

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When used against the right enemy, this can finish off a fight that might otherwise get very complicated in its final stages. Vecna: Eve of Ruin does, of course, provide a good target to use the Chime of Exile on, so it's a worthwhile inclusion in the campaign. Even outside of it, it's easy to imagine some useful applications of the Chime of Exile in general DnD play.
6 The Manual Of Bodily Health Offers Constitution
Wondrous Item, Very Rare
Health tips can be effective with nothing more than discipline, but they can be especially effective when magic is also in play. The Manual of Bodily Health is the perfect magic item for anyone willing to invest a bit of time in physical improvement. After studying this for at least 48 hours within a maximum of six days, a character can permanently increase their Constitution and maximum Constitution score by 2.
The Manual of Bodily Health appears as a set of engraved copper sheets in Vecna: Eve of Ruin, so lugging it around might already require a bit more physical acumen than a book or set of scrolls would. After the learning period, however, it could be safely deposited or sent off to an NPC in search of it. A Manual of Bodily Health will regain its magical properties in 100 years' time, so it doesn't need to be junked after use.
5 The +3 Wand Of The War Mage Boosts D&D Spells
Wand, Very Rare
+1 weapons aren't anything special by the time DnD characters reach higher levels, and even +2 can start to feel a little commonplace, depending on a dungeon master's generosity. +3 options, however, tend to retain their luster. Vecna: Eve of Ruin offers one up with a +3 Wand of the War Mage, a great option for offensive spellcasters looking to score more frequent hits.
Rarity |
Bonus |
---|---|
Uncommon |
+1 |
Rare |
+2 |
Very Rare |
+3 |
The other advantage of the Wand of the War Mage is its ability to ignore half cover with spell attacks, further enhancing the ability to hit enemies in the right scenarios. In Vecna: Eve of Ruin, this arcane focus can be negotiated or stolen off of a treant on the world of Oerth. Like the Robe of Stars, this can be handed over to an NPC for a big reward, but keeping it might prove too tempting.
4 The Tome Of Leadership And Influence Adds Charisma
Wondrous Item, Very Rare
The Tome of Leadership and Influence is similar in function to the Manual of Bodily Health, but it might prove to be a more exciting option for many builds. This book allocates its +2 to Charisma instead, which could go a long way both in and out of combat for the right class. It might be hard to sort through genuinely helpful self-help books and gimmicky ones in real life, but Vecna: Eve of Ruin offers up an option that's definitely a winner.

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The Tome of Leadership and Influence can be found easily enough by searching the right room, as it's simply tucked into its place on a bookcase. As a side bonus, Vecna: Eve of Ruin doesn't mention this one being printed on metal, so toting it around shouldn't cause any back problems.
3 The Sword Of Kas Is A D&D Classic
Wondrous Item, Artifact
Unlike most other magic items in Vecna: Eve of Ruin, the Sword of Kas comes with a big disclaimer — it's not officially in the campaign. There's a reason it might come up, though, and the book makes note of the fact that players might want to seek it out. It's ultimately at the dungeon master's discretion whether to include it, but Vecna: Eve of Ruin raises the possibility of hiding it anywhere throughout the adventure, so it could very well appear in many campaigns based on the new adventure.
For anyone fortunate enough to encounter it, the Sword of Kas is an incredible DnD artifact. A +3 to attack and damage rolls is just the start of a long list of benefits. This blade also crits at 19, deals extra damage to undead, increases initiative, provides spells, and comes with a couple of random beneficial properties. What makes it interesting, however, are the caveats. A couple of detrimental properties could be a minor drawback, but the real threat is the sword's sentient will, which can force its bearer to bathe it in blood after drawing it.
Item Properties |
Effects |
---|---|
Spirit of Kas |
While wielding the sword, gain +d10 to your initiative each combat. Also, when attacking with it, you can shift its attack bonus to your Armor Class until the start of your next turn. |
Spells |
While holding the sword, you can use an action to cast one of these spells (save DC 18): Call Lightning, Divine Word, or Finger of Death. Once cast, you can't use the sword to cast that spell again until the next dawn. |
Sentience |
The Sword of Kas is a chaotic evil sentient weapon with Intelligence 15, Wisdom 13, and Charisma 16. It possesses hearing and darkvision up to 120 feet. |
Personality |
The sword's goal is to bring ruin to Vecna, achieved by slaying Vecna's worshipers, dismantling the lich's creations, and thwarting his schemes. |
Destroying the Sword |
A creature attuned to both the Eye and Hand of Vecna can use their combined Wish ability to try to destroy the Sword of Kas. They cast Wish, contesting its Charisma check with the sword's within 30 feet. If they win, the sword is destroyed; if not, the spell fails. |
2 The Crown Of Lies Is A Powerful New Item
Wondrous Item, Artifact
DnD offers plenty of ways to go undercover, but the Crown of Lies is far more powerful than any standard option. This wondrous item offers the complete and total ability to assume the appearance and identity of another, covering a lot of loopholes that other methods of disguise don't. There's no appearance of illusory magic at play, and even spells targeted as the creature whose identity is being stolen will target the bearer of the crown.

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All that really remains the same when wearing the Crown are a character's general statistics, as only speed and size are affected to make the illusion more complete. This could be a great benefit when taking on the appearance of a weaker entity, but it does rule out the possibility of using the crown to gain the abilities of a particularly powerful figure. Even so, the possible applications of the Crown are plentiful and multifaceted.
1 The Rod Of Seven Parts Drives Vecna: Eve Of Ruin
Wand, Artifact
There's no item more crucial to Vecna: Eve of Ruin than the Rod of Seven Parts, as this particular apparatus drives the mechanism of the whole adventure. Once known as the Rod of Law, the artifact has been broken apart and scattered across the multiverse. To stand a chance against Vecna, the party must gather each of its pieces, a task that requires dealing with plenty of foes and challenges.
Even broken apart, the Rod of Seven Parts has its uses, with each part offering a powerful spell that can be cast once per day. After all pieces have been recovered, the Rod of Seven Parts functions as a +3 quarterstaff that retains the spell opportunities of its parts while adding detect evil and good as a free option. The Rod also tends to bring its bearer toward a lawful path, proving that its classic Dungeons & Dragons identity remains.
Number of Rod Segments |
Effect |
---|---|
Two segments |
Allow the wielder to fly at will, using a command word to activate the power |
Three segments |
Grant the wielder spell resistance 15, and can be used as a +1 light mace. |
Four segments |
Allow the wielder to control winds twice per day (command-word activated) and function as a +2 heavy mace. |
Fiver segments |
Allow the wielder to shapechange once per day, and function as a +3/+3 quarterstaff. |
Six segments |
Allow the to wind walk once per day, and function as a +4/+4 quarterstaff. A character wielding six or seven assembled segments as a weapon gains the benefit of the Two-Weapon Fighting feat, facilitating the Rod’s use as a double weapon. The character does not gain the benefit of this feat when fighting with any weapon other than the Rod. |
Seven segments |
The wielder of the assembled Rod can use control weather, whirlwind, and greater restoration, each once per day. The Rod functions as a +5/+5 quarterstaff with the bane (Outsiders, chaotic) and Axiomatic properties on both ends. Finally, the wielder of the Rod of Seven Parts can use it to cast true resurrection, but using this power causes the Rod to shatter, its pieces scattering once more across the worlds and planes. |

- Franchise
- Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- TSR Inc., Wizards of the Coast
- Designer
- E. Gary Gygax, Dave Arneson
- Player Count
- 2-7 Players
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