Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Faithbringer (Waterborne Tome of Leadership and Influence) very_rare WBW-DC-MOM-02 One Chance WBW-DC-MOM-02 One Chance Show
Exemption (Harmonious Ring of Free Action) rare WBW-DC-MOM-02 One Chance 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
Enlightenment (Language Wand of Pyrotechnics) common WBW-DC-MOM-01 One Moment WBW-DC-MOM-01 One Moment Show
Maestro's Power (Bloodwell Vial +3) very_rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Ring of Free Action *Guardian rare WBW-DC-AO-TCFC01 Nighty-Night, Wakey-Wakey Trade Log Show
Staff of Woodlands rare DM Service Award Season 12 CCC-TAROT-01-01 Awakening of Fates Show
Wand of Binding rare DHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Ring of Spell Storing rare DDHC-TYP-WPM DDHC-TYP White Plume Mountain Show
Notes:

(mirror image x2)

Dagger of Venom rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Staff of Charming rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Tome of the Stilled Tongue legendary DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Leather +1 (shark skin and chitin) rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Robe of Summer rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Circlet of Blasting uncommon DDHC-DIA Baldur's Gate: Descent into Avernus Trade Log Show
Bag of Tricks (Tan) rare DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger

Folding Boat rare DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Wings of Flying common DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

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.

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.

Unlocked Magic Items