Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Scorpion Armor (Attunement) rare Tomb of Annihilation DDHC-DMM Dungeon of the Mad Mage F1 Show
Notes:

This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

  • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
  • The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).
  • Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor's curse.
Belt of Fire Giant Strength (Attunement) very_rare Thanatos (Hayashi, 3319707135) Trade Log Show
Moon Sickle, +2 (Attunement) rare Thunderbird (Hayashi, 3319707135) Trade Log Show
Enlightenment common WBW-DC-MOM-01 One Moment WBW-DC-MOM-01 One Moment Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)
The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic)
The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Unlocked Magic Items

Name Rarity Tier Location Table ▲ Result Source
+1 Rapier uncommon 1 Renown Reward DDHC-RotF Rime of the Frostmaiden Show
Gray Bag of Tricks uncommon 1 DDHC-RotF Rime of the Frostmaiden DDHC-RotF Rime of the Frostmaiden Show
Amulet of Health (Attunement) rare 2 Rime of the Frostmaiden DDHC-RotF Rime of the Frostmaiden Show
+1 Shield uncommon 1 Renown Reward Trade Log Show
Gambler's Blade (Attunement) (Statblock) rare 2 DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

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.

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.

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.)

Galder's Pipe (Attunement) rare 2 DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

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.

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.

Boots of Striding and Springing (Attunement) uncommon 2 DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Folding Boat rare 2 DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Bag of Tricks (Tan) uncommon 2 DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

d8 Creature

1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger

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.

Bracers of Defense (Attunement) rare 2 DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan Show
Notes:

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

These bracers take the form of wide jade bead bracelets.

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.

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.

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.

Dagger +1 'Rusty Dagger' uncommon 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 dagger looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.