Magic Items
Unlocked Magic Items
Name ▲
Rarity
Tier
Location
Table
Result
Source
Manual of Golems (Flesh)
very_rare
3
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Flesh Golem. To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
(Downtime cost is waived for Manual of Golems in AL. Item counts against carried Magic Item limit for as long as you enjoy the persistent benefit.)
Manual of Golems (Iron)
very_rare
3
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Iron Golem. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
(Downtime cost is waived for Manual of Golems in AL. Item counts against carried Magic Item limit for as long as you enjoy the persistent benefit.)
Mirror of the Past
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
Periapt of Wound Closure (Attunement)
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Ring of Animal Influence
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals
This jade ring is carved in the shape of a panther ready to strike.
Ring of Fire Resistance (Attunement)
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have resistance to fire damage while wearing this ring.
This jade ring is carved in the shape of a man holding the moon.
Ring of Protection (Attunement)
rare
2
Thanatos (Hayashi, 3319707135)
Trade Log
Show
Rod of the Pact Keeper, +1 (Attunement)
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
This rod is in the shape of a thin stone cylinder.
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Tloque's Berserker Axe (Attunement)
very_rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Those who approach within reach of it feel a cold chill run up and down their spine, and anyone who tries to pull the axe from the wall finds it impossible to do so.
Properties. The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can't be picked up by another as long as its current owner, Tloques, remains alive.
Spellcasting. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6+4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
Hit Point Maximum Increase. While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Wand of Lightning Bolts (Attunement)
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
This silvery rod is made of a cupro-nickel alloy.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Name ▲ | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Manual of Golems (Flesh) | very_rare | 3 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. Flesh Golem. To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. (Downtime cost is waived for Manual of Golems in AL. Item counts against carried Magic Item limit for as long as you enjoy the persistent benefit.) |
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Manual of Golems (Iron) | very_rare | 3 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. Iron Golem. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. (Downtime cost is waived for Manual of Golems in AL. Item counts against carried Magic Item limit for as long as you enjoy the persistent benefit.) |
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Mirror of the Past | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. |
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Periapt of Wound Closure (Attunement) | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Ring of Animal Influence | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) This jade ring is carved in the shape of a panther ready to strike. |
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Ring of Fire Resistance (Attunement) | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have resistance to fire damage while wearing this ring. This jade ring is carved in the shape of a man holding the moon. |
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Ring of Protection (Attunement) | rare | 2 | Thanatos (Hayashi, 3319707135) | Trade Log | Show | ||
Rod of the Pact Keeper, +1 (Attunement) | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
This rod is in the shape of a thin stone cylinder. While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. |
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Tloque's Berserker Axe (Attunement) | very_rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Those who approach within reach of it feel a cold chill run up and down their spine, and anyone who tries to pull the axe from the wall finds it impossible to do so. Properties. The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can't be picked up by another as long as its current owner, Tloques, remains alive. Spellcasting. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6+4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. Hit Point Maximum Increase. While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe 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 axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Wand of Lightning Bolts (Attunement) | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
This silvery rod is made of a cupro-nickel alloy. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |