Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Robe of the Archmagi (White)
legendary
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear
Manual of Golems
very_rare
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. 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.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost 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.
Notes: Creation, Consumable
Apparatus of Kwalish
legendary
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous Item, Legendary
This item first appears to be a 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 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: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
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 each minute from pressure.
A creature in the compartment can take a Utilize 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.
Ring of Shooting Stars
very_rare
DDHC-CM-09 Lore of Lurue
DDHC-CM-09 Lore of Lurue
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire.You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ring of Telekinesis
very_rare
DDHC-CM-10 Kandlekeep Dekonstruction
DDHC-CM-10 Kandlekeep Dekonstruction
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Goggles of Night
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Tome of Clear Thought
very_rare
DDHC-DMM-16 Crystal Labyrinth
DM Reward
Show
Notes:
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
very_rare
DDHC-DMM-22 Shadowdusk Hold
DM Reward
Show
Notes:
(Requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
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 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Wand of Fireballs
rare
DDHC-DMM-5 Wyllowwood
DM Reward
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Notes: Spellcaster, Damage, Combat
Atlas of Endless Horizons
rare
DDHC-KftGV-08 Vidorant's Vault
DDHC-KftGV-08 Vidorant's Vault
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Ring of Force Resistance
rare
DDHC-KftGV-11 Affair on the Concordant Express
DDHC-KftGV-11 Affair on the Concordant Express
Show
Notes:
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.
Mirror of the Past
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Wand of Lightning Bolts
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Bracers of Defense
rare
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Arcane Grimoir, +3
very_rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Arcane Grimoire +1
uncommon
Tasha's Cauldron of Everything
Charakter Creation
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Robe of the Archmagi (White) | legendary | DDAL00-06 Lost Laboratories of Kwalish | Show | |||
Notes:
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard) |
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Manual of Golems | very_rare | DDAL00-06 Lost Laboratories of Kwalish | Show | |||
Notes:
Manual of Golems (1x Flesh & 1x Iron) |
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Apparatus of Kwalish | legendary | DDAL00-06 Lost Laboratories of Kwalish | Show | |||
Notes:
Wondrous Item, Legendary |
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Ring of Shooting Stars | very_rare | DDHC-CM-09 Lore of Lurue | DDHC-CM-09 Lore of Lurue | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) |
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Ring of Telekinesis | very_rare | DDHC-CM-10 Kandlekeep Dekonstruction | DDHC-CM-10 Kandlekeep Dekonstruction | Show | ||
Notes:
Ring, very rare (requires attunement) |
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Goggles of Night | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
wondrous item, uncommon |
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Tome of Clear Thought | very_rare | DDHC-DMM-16 Crystal Labyrinth | DM Reward | Show | ||
Notes:
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Staff of Power | very_rare | DDHC-DMM-22 Shadowdusk Hold | DM Reward | Show | ||
Notes:
(Requires attunement by a sorcerer, warlock, or wizard) |
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Wand of Fireballs | rare | DDHC-DMM-5 Wyllowwood | DM Reward | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) |
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Atlas of Endless Horizons | rare | DDHC-KftGV-08 Vidorant's Vault | DDHC-KftGV-08 Vidorant's Vault | Show | ||
Notes:
Source: Tasha's Cauldron of Everything |
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Ring of Force Resistance | rare | DDHC-KftGV-11 Affair on the Concordant Express | DDHC-KftGV-11 Affair on the Concordant Express | Show | ||
Notes:
Ring, Rare |
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Mirror of the Past | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare |
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Wand of Lightning Bolts | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
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Bracers of Defense | rare | Descent into the Lost Caverns of Tsojcanth | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Arcane Grimoir, +3 | very_rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Source: Tasha's Cauldron of Everything |
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Arcane Grimoire +1 | uncommon | Tasha's Cauldron of Everything | Charakter Creation | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard) |