Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Robe of Summer rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Bracers of Defense rare DDHC-TYP Dead in Thay Show
Staff of Woodlands rare DM Service Award Season 12 CCC-TAROT-01-01 Awakening of Fates Show
Elemental Gem (Yellow Diamond) rare WBW-DC-MOM-02 One Chance Show
Fabric of Time (Guardian Mantle of Spell Resistance) rare WBW-DC-MOM-01 One Moment WBW-DC-MOM-01 One Moment Show
Ring of Protection rare DDHC-TYP Dead in Thay Show
Plate Mail of Vulnerability rare DDHC-TYP Dead in Thay Show
Plate +1 rare DDHC-TYP Dead in Thay Show
Staff of Charming rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Maestro's Power (Bloodwell Vial +3) very_rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
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.

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.

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.

Faithbringer (Waterborne Tome of Leadership and Influence) very_rare WBW-DC-MOM-02 One Chance WBW-DC-MOM-02 One Chance Show
Blade of the Medusa very_rare DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

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.

Tome of the Stilled Tongue legendary DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Apparatus of Kwalish legendary DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

Apparatus of Kwalish

This item first appears to be a Large 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 either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics:

Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

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 per minute from pressure.

A creature in the compartment can use an 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 the Crab Levers table.

Unlocked Magic Items