Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Potion of Hill Giant Strength
uncommon
WBW-DC-MOM-02 One Chance
Show
Potion of Healing (Greater)
rare
DDHC-TYP White Plume Mountain
Show
Potion of Healing
common
DDAL00-06 Lost Laboratory of Kwalish
Show
Potion of Growth
common
WBW-DC-AUG-01 Last Hour
Show
Potion of Greater Healing
uncommon
WBW-DC-MOM-01 One Moment
Show
Potion of Greater Healing
common
WBW-DC-AUG-01 Last Hour
Show
Potion of Flying
uncommon
DDHC-TYP White Plume Mountain
Show
Plate Mail of Vulnerability
rare
DDHC-TYP Dead in Thay
Show
Plate +1
rare
DDHC-TYP Dead in Thay
Show
Pipe of Smoke Monsters
common
WBW-DC-AUG-01 Last Hour
Show
Moon sickle +1
uncommon
Character Creation 5th Level
Show
Manual of Golems (Iron)
very_rare
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This tome contains information and incantations necessary to make a iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Manual of Golems (Flesh)
very_rare
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This tome contains information and incantations necessary to make a flesh golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Magic Mouth
common
DDHC-TYP White Plume Mountain
Show
Maestro's Power (Bloodwell Vial +3)
very_rare
WBW-DC-AUG-01 Last Hour
WBW-DC-AUG-01 Last Hour
Show
longsword +1
uncommon
DDHC-TYP Dead in Thay
Show
Leather +1 (shark skin and chitin)
rare
DDHC-TYP Dead in Thay
DDHC-TYP Dead in Thay
Show
Heward's Hireling Armor
very_rare
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory 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. The gate is one-way only and can’t be reopened.
greatsword +1
uncommon
DDHC-TYP Dead in Thay
Show
Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Potion of Hill Giant Strength | uncommon | WBW-DC-MOM-02 One Chance | Show | |||
Potion of Healing (Greater) | rare | DDHC-TYP White Plume Mountain | Show | |||
Potion of Healing | common | DDAL00-06 Lost Laboratory of Kwalish | Show | |||
Potion of Growth | common | WBW-DC-AUG-01 Last Hour | Show | |||
Potion of Greater Healing | uncommon | WBW-DC-MOM-01 One Moment | Show | |||
Potion of Greater Healing | common | WBW-DC-AUG-01 Last Hour | Show | |||
Potion of Flying | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Plate Mail of Vulnerability | rare | DDHC-TYP Dead in Thay | Show | |||
Plate +1 | rare | DDHC-TYP Dead in Thay | Show | |||
Pipe of Smoke Monsters | common | WBW-DC-AUG-01 Last Hour | Show | |||
Moon sickle +1 | uncommon | Character Creation 5th Level | Show | |||
Manual of Golems (Iron) | very_rare | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This tome contains information and incantations necessary to make a iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
||||||
Manual of Golems (Flesh) | very_rare | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This tome contains information and incantations necessary to make a flesh golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
||||||
Magic Mouth | common | DDHC-TYP White Plume Mountain | Show | |||
Maestro's Power (Bloodwell Vial +3) | very_rare | WBW-DC-AUG-01 Last Hour | WBW-DC-AUG-01 Last Hour | Show | ||
longsword +1 | uncommon | DDHC-TYP Dead in Thay | Show | |||
Leather +1 (shark skin and chitin) | rare | DDHC-TYP Dead in Thay | DDHC-TYP Dead in Thay | Show | ||
Heward's Hireling Armor | very_rare | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory 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. The gate is one-way only and can’t be reopened. |
||||||
greatsword +1 | uncommon | DDHC-TYP Dead in Thay | Show | |||
Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | Show |