Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

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.

Battle axe +1 uncommon DDHC-KftGV-10 - Heart of Ashes DDHC-KftGV-10 - Heart of Ashes Show
Apparatus of Kwalish legendary DDAL00-06 Lost Laboratories of Kwalish 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.

all purpose tool uncommon AL level 5 magic Items Rework Show
1x Manual of Golems (Iron) very_rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 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. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands.

18 , Iron Golem, 120 days, 100,000 GP