Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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

battleaxe +1 uncommon DDHC-TYP Dead in Thay 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.

Bracers of Defense rare DDHC-TYP Dead in Thay Show
Chain Mail +1 uncommon DDHC-TYP White Plume Mountain Show
Circlet of Blasting uncommon DDHC-DIA Baldur's Gate: Descent into Avernus Trade Log Show
Dagger +1 common DDHC-TYP Dead in Thay Show
Dagger of Venom rare DDHC-TYP Dead in Thay DDHC-TYP Dead in Thay Show
Elemental Gem (Yellow Diamond) rare WBW-DC-MOM-02 One Chance Show
Elixir of Health rare DDAL00-06 Lost Laboratory of Kwalish Show
Enlightenment (Language Wand of Pyrotechnics) common WBW-DC-MOM-01 One Moment WBW-DC-MOM-01 One Moment 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
Faithbringer (Waterborne Tome of Leadership and Influence) very_rare WBW-DC-MOM-02 One Chance WBW-DC-MOM-02 One Chance Show
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.

Galder's Bubble Pipe rare DDAL00-06 Lost Laboratory of Kwalish DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

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.

Goggles of Night uncommon DDHC-TYP White Plume Mountain Show
greatsword +1 uncommon 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.

Unlocked Magic Items