Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Zephyr Horseshoes
very_rare
Tomb of Horrors
Show
Wolfskin Cap - Hat of Disguise
uncommon
DDAL04-3 The Executioner
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense). A description of the item can be found in the Dungeon Master's Guide.
Wind Fan
uncommon
DDAL04-5 The Seer
Show
Notes:
Wondrous Item, uncommon
This fan is made of thin, brittle parchment glued
over sharpened iron tines. When used, the wind
issuing from this fan is bone-chillingly cold and
carries the sickly-sweet stench of rotting flesh. The
fan can be used as a weapon; it is treated as a nonmagical short sword (dealing slashing damage)
when it is open, or as a non-magical club when it is
closed. A description of this item can be found in the
Dungeon Master’s Guide
Whelm
legendary
DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Supernatural Awareness
While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience
Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality
Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dungeon Master's Guide , pg. 218
Wand of Wonder
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
dndbeyond
D100 Effect
01-05 You cast slow.
06-10
You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Wand of the War Mage +2
rare
Trade Log
Show
Wand of the War Mage +2
rare
CCCROZK01-01 Binder's Torment
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Tome of Understanding
very_rare
Trade Log
Show
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
Show
Szass Tam's Arcane Essence
unique
DDEP00-01 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.
Staff of the Woodlands
rare
Trade Log
Show
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid)
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches— complete with tiny, string bridges connecting tiny, straw houses. This item can be found in the Dungeon Master’s Guide.
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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend I charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff
Staff of Swarming Insects
rare
Tomb of Horrors
Show
Staff of Power
very_rare
DDAL05-19 The Eye of Xxiphu
Show
Spellguard Shield
very_rare
CCC-ROZK-0103 Necromancer’s Ascent
Show
Notes:
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Spear of Backbiting
very_rare
Tomb of Horrors
Show
Shield of the Order of the Silver Dragon
rare
Trade Log
Show
Sapphire Buckler
very_rare
DDAL-DRW19 Fall the Cold Night
Show
Notes:
Armor (shield), very rare (requires attunement)
This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir.
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Rogue's Respite ( Studded Leather Armor +3 )
legendary
PS-DC-OG-01 Into the Earth
Show
Notes:
‘Rogue’s Respite’
Studded Leather +3, with Delver minor property (Armor, Legendary)
Delver: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
This suit of Studded Leather armor is black in color and made from the underbelly hide of a great black dragon. Unlike dragon scales, it is soft & pliable, allowing it to be formed into leather armor. The studs of the armor are diamonds drawn from the elemental plane of Earth and are enchanted not to gleam, so the wearer’s Stealth is not affected. Diamonds may not be removed, and neither the armor nor the stones will retain magic or have any value if somehow separated from each other.
Rod of Security
very_rare
Tomb of Horrors
Show
Rod of Security
very_rare
DDAL00-01 Window to the Past
Show
Notes:
Rod, very rare
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you
and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows
display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24
hours, you and your allies return to the exact location you left though you may choose to leave earlier. A description of this item can be found in the Dungeon Master’s Guide
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Zephyr Horseshoes | very_rare | Tomb of Horrors | Show | |||
Wolfskin Cap - Hat of Disguise | uncommon | DDAL04-3 The Executioner | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense). A description of the item can be found in the Dungeon Master's Guide. |
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Wind Fan | uncommon | DDAL04-5 The Seer | Show | |||
Notes:
Wondrous Item, uncommon |
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Whelm | legendary | DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain | Show | |||
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon Shock Wave Supernatural Awareness Sentience The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide , pg. 218 |
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Wand of Wonder | rare | Trade Log | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. dndbeyond D100 Effect |
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Wand of the War Mage +2 | rare | Trade Log | Show | |||
Wand of the War Mage +2 | rare | CCCROZK01-01 Binder's Torment | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Tome of Understanding | very_rare | Trade Log | Show | |||
Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | Show | |||
Szass Tam's Arcane Essence | unique | DDEP00-01 The Red War | Show | |||
Notes:
Epic boon, unique |
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Staff of the Woodlands | rare | Trade Log | Show | |||
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid) This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches— complete with tiny, string bridges connecting tiny, straw houses. This item can be found in the Dungeon Master’s Guide. 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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend I charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff |
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Staff of Swarming Insects | rare | Tomb of Horrors | Show | |||
Staff of Power | very_rare | DDAL05-19 The Eye of Xxiphu | Show | |||
Spellguard Shield | very_rare | CCC-ROZK-0103 Necromancer’s Ascent | Show | |||
Notes:
Armor (shield), very rare (requires attunement) This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Spear of Backbiting | very_rare | Tomb of Horrors | Show | |||
Shield of the Order of the Silver Dragon | rare | Trade Log | Show | |||
Sapphire Buckler | very_rare | DDAL-DRW19 Fall the Cold Night | Show | |||
Notes:
Armor (shield), very rare (requires attunement) This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. |
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Rogue's Respite ( Studded Leather Armor +3 ) | legendary | PS-DC-OG-01 Into the Earth | Show | |||
Notes:
‘Rogue’s Respite’ This suit of Studded Leather armor is black in color and made from the underbelly hide of a great black dragon. Unlike dragon scales, it is soft & pliable, allowing it to be formed into leather armor. The studs of the armor are diamonds drawn from the elemental plane of Earth and are enchanted not to gleam, so the wearer’s Stealth is not affected. Diamonds may not be removed, and neither the armor nor the stones will retain magic or have any value if somehow separated from each other. |
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Rod of Security | very_rare | Tomb of Horrors | Show | |||
Rod of Security | very_rare | DDAL00-01 Window to the Past | Show | |||
Notes:
Rod, very rare |