Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Manual of Iron Golems
very_rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous item, very rare
Major tier
5 lb.
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. 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.
Watchful Helm
very_rare
DDHC-CM-14 The Canopic Being
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Notes:
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.
Staff of Fate
very_rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
+2 Studded Leather Armor
very_rare
Traded
Trade Log
Show
Notes:
Light armor, very rare
13 lb.
AC 12 + Dex
You have a +2 bonus to AC while wearing this armor.
Tome of Clear Thought
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Wondrous Item, Very Rare
5 lb.
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Wand of Polymorph
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
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.
Staff of Frost
very_rare
Traded
Trade Log
Show
Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. 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
Fog Cloud 1
Ice Storm 4
Wall of Ice 4
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 turns to water and is destroyed.
Powered Armor
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
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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.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
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Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
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.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
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Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
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.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
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Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
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.
Laser Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
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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
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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
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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
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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
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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
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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
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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
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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
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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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Manual of Iron Golems | very_rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
|
Notes:
Wondrous item, very rare 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. |
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| Watchful Helm | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
|
Notes:
Wondrous item, very rare (requires attunement) As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn. |
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| Staff of Fate | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
|
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement) Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| +2 Studded Leather Armor | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Light armor, very rare |
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| Tome of Clear Thought | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
|
Notes:
Wondrous Item, Very Rare |
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| Wand of Polymorph | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) 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. |
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| Staff of Frost | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. 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 |
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| Powered Armor | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Heavy Armor 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. |
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| Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. 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. |
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| Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. 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. |
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| Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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| Laser Rifle | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
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Notes:
Weapon 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. |
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| Laser Rifle | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
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Notes:
Weapon 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. |
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| Laser Rifle | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
|
Notes:
Weapon 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. |
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