Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

Animated Shield very_rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Shield (shield), very rare (requires attunement)
6 lb.

AC +2
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Dwarven Half Plate very_rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Medium armor, very rare
40 lb.

AC 15 + Dex (max 2)
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

The wearer has Disadvantage on Dexterity (Stealth) checks.

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.

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.

Energy Shortbow very_rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness #3 Show
Notes:

Weapon, very rare (requires attunement)
Simple weapon, ranged weapon
2 lb.

1d6 Piercing
Ammunition (Range 80/320 ft.; Arrow), Two‑Handed
Mastery: Vex
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

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. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

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

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.

Tome of Leadership and Influence very_rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Carpet of Flying, 3 ft. × 5 ft. very_rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Wondrous item, very rare
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.

A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

+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.

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.

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.

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.

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.

Amulet of the Planes very_rare DDAL00-06 Lost Laboratories of Kwalish (Kwalish Reward) DDAL00-06 Lost Laboratories of Kwalish 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

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.

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.

Mindguard Crown very_rare DDHC - PaBTSO Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

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.