Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Antimatter 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
10 lb.

6d8 Necrotic
Ammunition (120/360 ft.; Energy Cell), Reload (2 shots), Two‑Handed
Mastery: Sap
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: 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.

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

Adventuring gear
Futuristic
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.

As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

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

Adventuring gear
Futuristic
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.

As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

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

Adventuring gear
Futuristic
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.

As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Powered Armor very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Heavy armor
Futuristic
This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.

Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.

Activating the Armor. As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.

While the armor is active, you gain the following benefits:

Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.

Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons.

Force Field. When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.

Propulsion. As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall.

Replacing the Energy Cell. While the armor has charges remaining, its energy cell can't be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Antigravity Belt very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
Notes:

Adventuring gear
Futuristic
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

Activating the Belt. As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.

When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.

Replacing the Energy Cell. While the belt has charges remaining, its energy cell can't be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Amulet of the Planes very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)
1 lb.
While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.

1d100 Destination
01-60 Random location on the plane you named
61-70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell
71-80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard
81-90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium
91-00 Random location on the Astral Plane

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.

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.

Staff of Healing rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Wand of Lightning Bolts rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Wand, rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Amulet of Health rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

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.