Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ring of Telekinesis very_rare DDHC-CM-10 Kandlekeep Dekonstruction DDHC-CM-10 Kandlekeep Dekonstruction Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Robe of Scintillating Colors very_rare DDHC-CM-08 Sarah of Yellowcrest Manor DDHC-CM-08 Sarah of Yellowcrest Manor Show
Notes:

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

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.

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.

Ring Of Animal Influence rare DDAL04-13 The Horseman DDAL04-13 The Horseman Show
Notes:

Ring, rare
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 ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide.

Staff of Power very_rare ddal00-11 pipyap's guide to all of the nine hells Show
Notes:

Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
Simple weapon, melee weapon

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
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.

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.

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.

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.

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.

Polymorph Blade Scimitar rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Scimitar (Rare)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

  1. Tyrannosaurus
  2. Giant ape
  3. Elephant
  4. Giant Scorpion
  5. Rhinoceros
  6. Polar Bear
  7. Giant toad
  8. Giant Eagle
  9. Black Bear
  10. Crocodile
  11. Wolf
  12. Horse
  13. Ox
  14. Giant Frog
  15. Poisonous Snake
  16. Hawk
  17. Octopus
  18. Cat 19.Rat
  19. Rabbit A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, 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 suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
Blade of the Medusa Shortsword very_rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Weapon (any sword), very rare (requires attunement)

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.

Apparatus of Kwalish (10 Person Capacity) legendary DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Legendary

This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.

The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.

To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.

A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.

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.

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.

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.

Belt of Hill Giant Strength rare CCC-SFBAY-02-03 The Risen Minotaur Lord CCC-SFBAY-02-03 The Risen Minotaur Lord Show
Notes:

(Wondrous Item, rare, requires attunement)

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.

Amulet of Health rare CCC-SFBAY-02-02 Rise of the Ogre King CCC-SFBAY-02-02 Rise of the Ogre King Show
Notes:

Amulet of Health (Wonderous Item, Rare, Requires Attunement)

This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.

Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise CCC-SFBay-02-01 Old Enemies Arise Show
Notes:

(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.