Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wings of Flying rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Tan Bag of Tricks uncommon DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

sword +1 uncommon DDHC-LMoP-02 Phandalin DDHC-LMoP-02 Phandalin 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.

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.

Shield +1 uncommon DDHC-KftGV-10 - Heart of Ashes DDHC-KftGV-10 - Heart of Ashes Show
Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
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.

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.

Moon Sickle +2 rare BMG-DRWEP-OD-01 Trade Log Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

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.

Manual of Gainful Exercise very_rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Source: Dungeon Master's Guide

Wondrous Item, Very Rare

This book describes fitness 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 Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

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.

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.

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.

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.

Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
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.

Folding Boat rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration

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.