Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Goggles of Night
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Staff of Defense
rare
DDHC-LMoP-02 Phandalin
DDHC-LMoP-02 Phandalin
Show
Notes:
Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
sword +1
uncommon
DDHC-LMoP-02 Phandalin
DDHC-LMoP-02 Phandalin
Show
Dragon Scale mail (red)
very_rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and 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 AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Flame tongue Longsword
rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Necklace of Fireballs(8 beads)
rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Shield +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Battle axe +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Sun Blade
rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Source: Dungeon Master's Guide
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Galders Bubble Pipe
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead
of smoke when used. The pipe has 3 charges, and it
regains all spent charges daily at dawn. While you hold
the pipe, you can expend charges to gain access to the
following properties:
• You can cast fog cloud as an action (1 charge).
• You can cast misty step as a bonus action (2 charges).
• You can summon a steam mephit as an action (3
charges). The mephit is friendly to you, obeys your
verbal commands, and acts on its own turn in the
initiative order. It disappears in a harmless puff of
steam after 1 minute or if it ends its turn more than 60
feet from the pipe.
Manual of Golems (Flesh golems)
very_rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous item, very rare
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 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.
Ioun Stone of Historical Knowledge
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
You gain proficiency in
the History skill, or a +1 bonus to checks with that skill
if already proficient, while this polished, steely sphere
orbits your head.
Ioun Stone of Language Knowledge (Netherese)
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
You are fluent in one
additional language while this pulsating bit of red
jeweled crystal orbits your head. The DM chooses the
language bestowed by the stone.
Polymorph Blade (Scimitar)
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Scimitar (Rare)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
1 Tyrannosaurus
2Giant ape
3 Elephant
4 Giant Scorpion
5 Rhinoceros
6 Polar Bear
7 Giant toad
8 Giant Eagle
9 Black Bear
10 Crocodile
11 Wolf
12 Horse
13 Ox
14 Giant Frog
15 Poisonous Snake
16 Hawk
17 Octopus
18 Cat
19 Rat
20 Rabbit
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, 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 suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
Blade of the Medusa (Shortsword)
very_rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Weapon (any sword), very rare (requires attunement)
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.
Hewards Hireling Armor
very_rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Leather Golem Armor
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh
golem into this partially sentient suit of leather armor.
While wearing this armor, you gain a +1 bonus to AC
and to saving throws against spells and other magical
effects. In addition, you gain the following properties:
• Immutable Form. You are immune to any spell or
effect that would alter your form.
• Lightning Absorption. You gain resistance to lightning
damage. Whenever you take lightning damage,
you gain 5 temporary hit points.
Curse. This armor 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 armor. In addition, while
you wear the cursed armor, you gain the following
properties:
• Aversion of Fire. If you take fire damage, you have
disadvantage on attack rolls and ability checks until
the end of your next turn.
• Berserk. Whenever a critical hit is made against
you, roll a d6. On a 6, the armor causes you to go
berserk. On each of your turns while berserk, you
attack the nearest creature you can see. If no creature
is near enough to move to and attack, you attack an
object, with preference for an object smaller than
yourself. Once the armor causes you to go berserk, it
cannot be removed. You continue to attack until you
are incapacitated or until another creature is able
to calm you with appropriate magic (such as a calm
emotions spell) or a successful DC 15 Charisma
(Persuasion) check.
all purpose tool
uncommon
AL level 5 magic Items
Rework
Show
Boots of Striding and Springing
uncommon
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Goggles of Night | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Staff of Defense | rare | DDHC-LMoP-02 Phandalin | DDHC-LMoP-02 Phandalin | Show | ||
Notes:
Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |
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sword +1 | uncommon | DDHC-LMoP-02 Phandalin | DDHC-LMoP-02 Phandalin | Show | ||
Dragon Scale mail (red) | very_rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Dragon Scale Mail Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and 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 AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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Flame tongue Longsword | rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Necklace of Fireballs(8 beads) | rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Shield +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Battle axe +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Sun Blade | rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Source: Dungeon Master's Guide Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
||||||
Galders Bubble Pipe | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead • You can cast fog cloud as an action (1 charge). • You can cast misty step as a bonus action (2 charges). • You can summon a steam mephit as an action (3 |
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Manual of Golems (Flesh golems) | very_rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous item, very rare 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 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. |
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Ioun Stone of Historical Knowledge | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
You gain proficiency in |
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Ioun Stone of Language Knowledge (Netherese) | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
You are fluent in one |
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Polymorph Blade (Scimitar) | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Scimitar (Rare) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. 1 Tyrannosaurus 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 suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form. |
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Blade of the Medusa (Shortsword) | very_rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and |
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Hewards Hireling Armor | very_rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Armor (leather), very rare (requires attunement) A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Leather Golem Armor | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Armor (leather), rare (requires attunement) Strange rituals have repurposed the body of a flesh properties: • Aversion of Fire. If you take fire damage, you have • Berserk. Whenever a critical hit is made against |
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all purpose tool | uncommon | AL level 5 magic Items | Rework | Show | ||
Boots of Striding and Springing | uncommon | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) |