Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
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.

Stone of Ill Luck uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.
Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

CURSE REMOVED

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

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.

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.

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.

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.

Wand of Fireball rare BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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 crumbles into ashes and is destroyed.

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.

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.

Alchemy Jug uncommon DDHC-CM-11 Zikran's Xephyrean Tome DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.

Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

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.

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.

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.

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.

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.