Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
Censer of Controlling Air Elementals
rare
DDHC-CM-11 Zikran's Xephyrean Tome
DDHC-CM-11 Zikran's Xephyrean Tome
Show
Notes:
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Bracers of Defense
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Bracelet of Rock Magic
very_rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Boots of the Winterlands
uncommon
DDHC-CM-11 Zikran's Xephyrean Tome
DDHC-CM-11 Zikran's Xephyrean Tome
Show
Notes:
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
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.
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.
Blackrazor
legendary
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Berserker Axe +2 (Battleaxe)
very_rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Weapon (Battleaxe ), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
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.
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.
CURSE REMOVED
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.
Balance of Harmony
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. +100gp gem
Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to slashing damage.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.
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.
Arcane Grimoire +2
rare
DDHC-KftGV- 05 - Tockworth's Clockworks
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 2.
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.
Amulet of Protection from Turning
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare (requires attunement)
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Force Pike | uncommon | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Melee or Ranged Attack: +4 to hit, The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog. |
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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. |
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Eagle Whistle | 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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Dwarven Plate Armor | common | WBW-DC-PHP-POLAR-01 | WBW-DC-PHP-POLAR-01 | Show | ||
Notes:
Heavy armor, very rare 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. |
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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. |
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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. |
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Censer of Controlling Air Elementals | rare | DDHC-CM-11 Zikran's Xephyrean Tome | DDHC-CM-11 Zikran's Xephyrean Tome | Show | ||
Notes:
Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Bracers of Defense | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Bracelet of Rock Magic | very_rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Boots of the Winterlands | uncommon | DDHC-CM-11 Zikran's Xephyrean Tome | DDHC-CM-11 Zikran's Xephyrean Tome | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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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. 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 |
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Blackrazor | legendary | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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Berserker Axe +2 (Battleaxe) | very_rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Weapon (Battleaxe ), very rare (requires attunement) Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. 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. CURSE REMOVED |
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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. |
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Balance of Harmony | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, uncommon |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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Arcane Grimoire +2 | rare | DDHC-KftGV- 05 - Tockworth's Clockworks | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 2. |
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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. |
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Amulet of Protection from Turning | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare (requires attunement) |