Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Tome of Clear Thought
very_rare
Trade Log
Show
Notes:
Traded from Tsunaxi.
Staff of the Magi
legendary
Trade Log
Show
Notes:
Character: Merlin - Player Tre Collins - Source: Sapphire Cauldron - Chultan.
Quaryl's Codex
legendary
DDAL00-02f The Definition of Heroism
Show
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
Portable Hole
rare
D
Purchase Log
Show
Night Caller
uncommon
Trade Log
Show
Notes:
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Mirror of Life Trapping
very_rare
Trade Log
Show
Notes:
Traded from Leore, empty.
Instant Fortress
rare
DDHC-TYP Tales from the Yawning Portal
Show
Hat of Witchery
common
Trade Log
Show
Notes:
This fearsome skull helm is wreathed in illusory green flames and makes your eyes glow red.
Traded from Lord Emblus.
Carpet of Flying
very_rare
Trade Log
Show
Notes:
5x7
Player: Mallaz - Character: Eve - DCI: 4319107950 - Source: Winds of Rot.
Battle Standard of Infernal Power
very_rare
Trade Log
Show
Notes:
Traded from Xandaius.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tome of Clear Thought | very_rare | Trade Log | Show | |||
Notes:
Traded from Tsunaxi. |
||||||
Staff of the Magi | legendary | Trade Log | Show | |||
Notes:
Character: Merlin - Player Tre Collins - Source: Sapphire Cauldron - Chultan. |
||||||
Quaryl's Codex | legendary | DDAL00-02f The Definition of Heroism | Show | |||
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. |
||||||
Portable Hole | rare | D | Purchase Log | Show | ||
Night Caller | uncommon | Trade Log | Show | |||
Notes:
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. |
||||||
Mirror of Life Trapping | very_rare | Trade Log | Show | |||
Notes:
Traded from Leore, empty. |
||||||
Instant Fortress | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Hat of Witchery | common | Trade Log | Show | |||
Notes:
This fearsome skull helm is wreathed in illusory green flames and makes your eyes glow red. Traded from Lord Emblus. |
||||||
Carpet of Flying | very_rare | Trade Log | Show | |||
Notes:
5x7 Player: Mallaz - Character: Eve - DCI: 4319107950 - Source: Winds of Rot. |
||||||
Battle Standard of Infernal Power | very_rare | Trade Log | Show | |||
Notes:
Traded from Xandaius. |
Unlocked Magic Items
Name ▼
Rarity
Tier
Location
Table
Result
Source
Wings of Flying
rare
2
G
DDAL00-06 The Lost Laboratory of Kwalish
Show
Shadowneedle
common
1
CCC-DRUID-01 The Scourge Unseen
Show
Notes:
Unbreakable Arrow
This arrow can’t be broken, except when it is within an antimagic field.
One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
Sea Hag's Cloak
rare
2
B
CCC-GAD01-01 Broken Blade
Show
Notes:
Cloak of the Manta Ray.
This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm
in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Robe of Useful Items
uncommon
1
CCC-KUMORI-01-02 Wretches
Show
Prototype Apparatus of Kwalish
legendary
3
I
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
This apparatus is huge and can hold up to 10 small or medium creatures.
Potion of Heroism
rare
1
C
CCC-DRUID-01 The Scourge Unseen
Show
Pipes of Haunting
uncommon
1
F
CCC-MACE-01-01 The Blight of Geoffrey
Show
Necklace of Adaptation
uncommon
1
F
DDHC-GoSM Ghosts of Saltmarsh
Show
Mithril Splint
uncommon
Trade Log
Show
Notes:
Traded from Leore.
Manual of Iron Golems
very_rare
3
H
DDAL00-06 The Lost Laboratory of Kwalish
Show
Leather Golem Armor
rare
2
G
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
Requires attunement.
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
• Immutable Form. You are immune to any spell or effect that would alter your form.
• Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken
with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
• Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
• Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Heward's Hireling Armor
very_rare
2
G
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
Requires attunement.
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this leather armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Gambler's Blade
very_rare
3
H
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
Requires attunement.
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each
point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Galder's Bubble Pipe
rare
2
G
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
Requires attunement.
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
• You can cast Fog Cloud as an action (1 charge).
• You can cast Misty Step as a bonus action (2 charges).
• You can summon a Steam Mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Folding Boat
uncommon
1
C
DDAL00-06 The Lost Laboratory of Kwalish
Show
Cloak of the Manta Ray
uncommon
1
B
DDHC-GoSM Ghosts of Saltmarsh
Show
Circlet of Blasting
uncommon
1
F
CCC-GHC-BK1-06 Legacy & Virtue
Show
Notes:
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
Blade of the Medusa
very_rare
3
H
DDAL00-06 The Lost Laboratory of Kwalish
Show
Notes:
Requires attunement.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body
made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Bag of Tricks (Tan)
uncommon
1
E
DDHC-GoSM Ghosts of Saltmarsh
Show
Asharam's Orb of Ensnaring
rare
1
G
CCC-DRUID-01 The Scourge Unseen
Show
Notes:
Iron Bands of Bilarro
This item is always chilly to the touch and, at first sight, appears to be a solid iron ball not unlike a large bearing. Closer inspection reveals fine lines that make up minutely elaborate whorls and swirls on the ball’s surface. Even closer inspection reveals short passages written in celestial runes. Anyone who can read celestial or who uses a comprehend languages spell (or an otherwise similar ability) discerns the following sentence—the sphere’s command phrase—in the writing: “Bind the Stinger to the floor and force the singer to sing no more.”
Name ▼ | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Wings of Flying | rare | 2 | G | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Shadowneedle | common | 1 | CCC-DRUID-01 The Scourge Unseen | Show | |||
Notes:
Unbreakable Arrow This arrow can’t be broken, except when it is within an antimagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver. |
|||||||
Sea Hag's Cloak | rare | 2 | B | CCC-GAD01-01 Broken Blade | Show | ||
Notes:
Cloak of the Manta Ray. This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm |
|||||||
Robe of Useful Items | uncommon | 1 | CCC-KUMORI-01-02 Wretches | Show | |||
Prototype Apparatus of Kwalish | legendary | 3 | I | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
This apparatus is huge and can hold up to 10 small or medium creatures. |
|||||||
Potion of Heroism | rare | 1 | C | CCC-DRUID-01 The Scourge Unseen | Show | ||
Pipes of Haunting | uncommon | 1 | F | CCC-MACE-01-01 The Blight of Geoffrey | Show | ||
Necklace of Adaptation | uncommon | 1 | F | DDHC-GoSM Ghosts of Saltmarsh | Show | ||
Mithril Splint | uncommon | Trade Log | Show | ||||
Notes:
Traded from Leore. |
|||||||
Manual of Iron Golems | very_rare | 3 | H | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Leather Golem Armor | rare | 2 | G | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
Requires attunement. Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: • Immutable Form. You are immune to any spell or effect that would alter your form. Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken • Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. |
|||||||
Heward's Hireling Armor | very_rare | 2 | G | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
Requires attunement. A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this leather armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
|||||||
Gambler's Blade | very_rare | 3 | H | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
Requires attunement. Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. |
|||||||
Galder's Bubble Pipe | rare | 2 | G | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
Requires attunement. This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: • You can cast Fog Cloud as an action (1 charge). |
|||||||
Folding Boat | uncommon | 1 | C | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Cloak of the Manta Ray | uncommon | 1 | B | DDHC-GoSM Ghosts of Saltmarsh | Show | ||
Circlet of Blasting | uncommon | 1 | F | CCC-GHC-BK1-06 Legacy & Virtue | Show | ||
Notes:
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. |
|||||||
Blade of the Medusa | very_rare | 3 | H | DDAL00-06 The Lost Laboratory of Kwalish | Show | ||
Notes:
Requires attunement. When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. |
|||||||
Bag of Tricks (Tan) | uncommon | 1 | E | DDHC-GoSM Ghosts of Saltmarsh | Show | ||
Asharam's Orb of Ensnaring | rare | 1 | G | CCC-DRUID-01 The Scourge Unseen | Show | ||
Notes:
Iron Bands of Bilarro This item is always chilly to the touch and, at first sight, appears to be a solid iron ball not unlike a large bearing. Closer inspection reveals fine lines that make up minutely elaborate whorls and swirls on the ball’s surface. Even closer inspection reveals short passages written in celestial runes. Anyone who can read celestial or who uses a comprehend languages spell (or an otherwise similar ability) discerns the following sentence—the sphere’s command phrase—in the writing: “Bind the Stinger to the floor and force the singer to sing no more.” |