Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
The Night Queens Eyes
uncommon
DM Service Reward: The Night Queen's Eyes
Show
Notes:
Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night (see the Dungeon Master’s Guide)
Mariner’s armor (scale mail)
uncommon
DM Service Reward: Mariner’s armor (scale mail)
Show
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide)
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Quiver of the Centaurs
uncommon
DM Service Reward: Quiver of the Centaurs
Show
Notes:
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs. This item functions as a quiver of Ehlonna (see the Dungeon Master’s Guide).
Lathai’s saddle
common
DM Service Reward: Lathai’s saddle
Show
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide).
Faerie dragon’s favor
rare
DM Service Reward: Faerie dragon’s favor
Show
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance (see the Dungeon Master’s Guide).
The Blink Dog’s Guide to Transversing the Feywild
rare
DM Service Reward: The Blink Dog’s Guide to Transversing the Feywild
Show
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons (see Tasha’s Cauldron of Everything).
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Grig fiddle
very_rare
DM Service Reward: Grig fiddle
Show
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) (see the Dungeon Master’s Guide).
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Anstruth harp: Control weather, cure wounds (5th level), wall of thorns
Dragon's Lullaby (Mac-Furmidh Cittern)
uncommon
Trade Log
Show
Notes:
Dragon's Lullaby (Mac-Furmidh Cittern) wonderous item, uncommon, requires Attunement by a Bard. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg. You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern.
Wand of Web
uncommon
DDHC-WbW Wild beyond the Witchlight
Show
Notes:
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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 ashes and is destroyed.
Eldritch Staff
uncommon
DDHC-WbW Wild beyond the Witchlight
Show
Notes:
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Ring of Shooting Stars
very_rare
DDHC-WbW Wild beyond the Witchlight
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ornithopter of Flying
very_rare
DDHC-WbW Wild beyond the Witchlight
Show
Notes:
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Bobbing Lily Pad
very_rare
DDHC-WbW Wild beyond the Witchlight
Show
Notes:
Bobbing Lily Pad
Wondrous item, very rare (requires attunement)
This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity
Name | Rarity | Location ▼ | Table | Result | Source | |
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The Night Queens Eyes | uncommon | DM Service Reward: The Night Queen's Eyes | Show | |||
Notes:
Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night (see the Dungeon Master’s Guide) |
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Mariner’s armor (scale mail) | uncommon | DM Service Reward: Mariner’s armor (scale mail) | Show | |||
Notes:
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide) While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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Quiver of the Centaurs | uncommon | DM Service Reward: Quiver of the Centaurs | Show | |||
Notes:
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs. This item functions as a quiver of Ehlonna (see the Dungeon Master’s Guide). |
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Lathai’s saddle | common | DM Service Reward: Lathai’s saddle | Show | |||
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide). |
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Faerie dragon’s favor | rare | DM Service Reward: Faerie dragon’s favor | Show | |||
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance (see the Dungeon Master’s Guide). |
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The Blink Dog’s Guide to Transversing the Feywild | rare | DM Service Reward: The Blink Dog’s Guide to Transversing the Feywild | Show | |||
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons (see Tasha’s Cauldron of Everything). This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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Grig fiddle | very_rare | DM Service Reward: Grig fiddle | Show | |||
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) (see the Dungeon Master’s Guide). An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Anstruth harp: Control weather, cure wounds (5th level), wall of thorns |
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Dragon's Lullaby (Mac-Furmidh Cittern) | uncommon | Trade Log | Show | |||
Notes:
Dragon's Lullaby (Mac-Furmidh Cittern) wonderous item, uncommon, requires Attunement by a Bard. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg. You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern. |
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Wand of Web | uncommon | DDHC-WbW Wild beyond the Witchlight | Show | |||
Notes:
Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 ashes and is destroyed. |
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Eldritch Staff | uncommon | DDHC-WbW Wild beyond the Witchlight | Show | |||
Notes:
Eldritch Staff This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |
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Ring of Shooting Stars | very_rare | DDHC-WbW Wild beyond the Witchlight | Show | |||
Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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Ornithopter of Flying | very_rare | DDHC-WbW Wild beyond the Witchlight | Show | |||
Notes:
Ornithopter of Flying You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds. |
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Bobbing Lily Pad | very_rare | DDHC-WbW Wild beyond the Witchlight | Show | |||
Notes:
Bobbing Lily Pad This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity |