Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Blessing of Health unique DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness #3 Show
Notes:

Blessing

Your Constitution score increases by 2, up to a maximum of 22.

Apparatus of Kwalish legendary DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous item, legendary
Major tier
500 lb.
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 Kwalish 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 Kwalish Levers table.

Apparatus of Kwalish Levers:
Lever Up Down
1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front sides of the apparatus. The claws retract.
5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).
6 The apparatus walks or swims forward. The apparatus walks or swims backward.
7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off.
9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

Crystal Ball of True Seeing legendary DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, legendary (requires attunement)
3 lb.
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.

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.

Needler Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
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 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.

Needler Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
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.

+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.

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 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.

Shortsword of the Medusa very_rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Weapon, very rare (requires attunement)
Martial weapon, melee weapon
2 lb. Mastery: Vex
1d6 piercing - Finesse, Light
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.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

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.

Manual of Bodily Health very_rare DDAL00-06 Lost Laboratories of Kwalish (Kwalish Reward) DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains health and diet tips, 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 Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

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 Show
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.

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.

Needler Pistol very_rare DDHC-QftIS Expedition into the Barrier Peaks DDHC-QftIS Expedition into the Barrier Peaks Show
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.

Manual of Flesh 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 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.

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.

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.

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.