Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Clockwork Amulet common DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Dwarven Plate Armor common WBW-DC-PHP-POLAR-01 WBW-DC-PHP-POLAR-01 Show
Notes:

Heavy armor, very rare
65 lb.

AC 18
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Eagle Whistle rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

Earring of Message common BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

Force Pike uncommon DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Melee or Ranged Attack: +4 to hit,
reach 5 ft. or range 40/100 ft., one creature. Hit: 7 (1d10+ 2) force damage.

The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog.

Galder's Bubble Pipe rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous item, rare (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.

Gambler's Greatsword rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Weapon (any sword), rare (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.

Gloves of Missile Snaring uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Goggles of Night uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Hat of Disguise uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Hat of Wizardry common CCC-TAROT01-05 Show
Notes:

Wondrous item, common (requires attunement by a wizard)
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted.

Heward's Hireling Armor rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories 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.

Instrument of the Bards (Canaith Mandolin) rare Keys from the Golden Vault - Axe from the Grave Keys from the Golden Vault - Axe from the Grave Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, cure wounds (3rd level), dispel magic, protection from energy (lightning only)

Ioun Stone of Historical Knowledge rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

You gain proficiency in the History skill, or a +1 bonus to checks with that skill
if already proficient, while this polished, steely sphere orbits your head.

Ioun Stone of Language Knowledge (Netherese) rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.

Iron Bands of Bilarro rare DDHC-CM-11 Zikran's Xephyrean Tome DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Kagonesti Forest Shroud rare Dragonlance: Shadow of the Dragon Queen Show
Notes:

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.

Leather Golem Armor rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Armor (leather), rare (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.

Machete uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

*Plant Slaying. The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
*

Manual of Gainful Exercise very_rare REWARDS LIST: SEASON OF HEISTS Show
Notes:

Wondrous item, very rare
Major tier
5 lb.
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century