Magic Items
Unlocked Magic Items
Name
Rarity ▲
Tier
Location
Table
Result
Source
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.
Longsword +1 'Plantslayer'
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This longsword is made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Amulet of Protection from Turning (Attunement)
rare
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 amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Ring of Protection (Attunement)
rare
2
Thanatos (Hayashi, 3319707135)
Trade Log
Show
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.
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.
Heward's Hireling Armor (Attunement)
very_rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
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 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.
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.)
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.)
Blade of the Medusa (Attunement) (Statblock)
very_rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
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.
Name | Rarity ▲ | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
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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Longsword +1 'Plantslayer' | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. This longsword is made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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Amulet of Protection from Turning (Attunement) | rare | 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 amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. |
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Ring of Protection (Attunement) | rare | 2 | Thanatos (Hayashi, 3319707135) | Trade Log | Show | ||
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. |
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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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Heward's Hireling Armor (Attunement) | very_rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
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 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. |
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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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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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Blade of the Medusa (Attunement) (Statblock) | very_rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
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. |