Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
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
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
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.
all purpose tool
uncommon
AL level 5 magic Items
Rework
Show
Goggles of Night
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.
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.
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.
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.
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.
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.
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.
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
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Tan Bag of Tricks | uncommon | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous Item, Uncommon |
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sword +1 | uncommon | DDHC-LMoP-02 Phandalin | DDHC-LMoP-02 Phandalin | Show | ||
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 | ||
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) |
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all purpose tool | uncommon | AL level 5 magic Items | Rework | Show | ||
Goggles of Night | 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 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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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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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. |
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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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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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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. |
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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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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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Folding Boat | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous Item, rare |
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Wings of Flying | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous item, rare (requires attunement) |