Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Folding Boat rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Rare

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 a Magic action to use:

First Command Word. The box unfolds into a Rowboat.

Second Command Word. The box unfolds into a Keelboat.

Third Command Word. The Folding Boat folds back into a box if 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.

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.

Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

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.

Gold Dragon Scale Mail very_rare Traded Trade Log Show
Notes:

Medium Armor (Scale Mail), Very Rare (Requires Attunement)
45 lb.

AC 14 + Dex (max 2)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Hat of Disguise (Diadem) uncommon DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Helm of Comprehending Languages uncommon CCC-AETHER-01-01 Service Rewards S12c Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.

Heward's Handy Haversack rare Traded Trade Log Show
Notes:

Wondrous item, rare
5 lb.
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or 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 and not behind Total Cover 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.

Illithid Staff (Staff of Power) very_rare Traded Trade Log Show
Notes:

Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cone of Cold 5
Fireball (level 5 version) 5
Globe of Invulnerability 6
Hold Monster 5
Levitate 2
Lightning Bolt (level 5 version) 5
Magic Missile 1
Ray of Enfeeblement 1
Wall of Force 5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.

Harmonious. Attuning to this item takes only 1 minute.

Ioun Stone, Awareness rare DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.

While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks.

Ioun Stone, Language Knowledge (Netherese) rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

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.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.

3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Rifle very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
7 lb.

3d8 Radiant
Ammunition (100/300 ft.; Energy Cell), Reload (30 shots), Two‑Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Laser Rifle very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
7 lb.

3d8 Radiant
Ammunition (100/300 ft.; Energy Cell), Reload (30 shots), Two‑Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Laser Rifle very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Weapon
Futuristic, martial weapon, ranged weapon, firearm
7 lb.

3d8 Radiant
Ammunition (100/300 ft.; Energy Cell), Reload (30 shots), Two‑Handed
Mastery: Slow
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.

Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Leather Golem Armor rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Light armor (leather armor), rare (requires attunement)
10 lb. AC 11 + Dex
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.

Mace of Terror rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness #3 Show
Notes:

Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.