Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Periapt of Wound Closure
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 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.
Rod of the Pact Keeper, +1, +2, or +3
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
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.
Moon-Touched Longsword
common
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Weapon, common
Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
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.
Moon Sikle +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Mirror of the Past
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare
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.
Mask of the Beast
uncommon
DDAL-DRW-INT-04 Tales of Fang and Claw
DDAL-DRW-INT-04 Tales of Fang and Claw
Show
Notes:
Wondrous Item, Uncommon
This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.
This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.
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
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.
*
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Periapt of Wound Closure | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Moon-Touched Longsword | common | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
Notes:
Weapon, common Martial weapon, melee weapon In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Moon Sikle +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Mirror of the Past | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare |
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Mask of the Beast | uncommon | DDAL-DRW-INT-04 Tales of Fang and Claw | DDAL-DRW-INT-04 Tales of Fang and Claw | Show | ||
Notes:
Wondrous Item, Uncommon This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it. This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light. |
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Manual of Gainful Exercise | very_rare | REWARDS LIST: SEASON OF HEISTS | Show | |||
Notes:
Wondrous item, very rare |
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Machete | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Weapon, uncommon 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. |
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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 • 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, 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 • Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go |
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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. |
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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. |
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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. |
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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 |
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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) |
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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, This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy |
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Hat of Wizardry | common | CCC-TAROT01-05 | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) You can use the hat as a spellcasting focus for your wizard spells. |
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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) |
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Goggles of Night | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
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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) |
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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 Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken |
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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 • 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 |