Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Wand of Magic Missiles
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
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Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Wand of Pyrotechnics
common
WBW-DC-AA-ASHALON-02 Under the Cover of Stars
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Notes:
This wand, created by the archfey Ananeira's research, releases miniature shooting stars. It can also provide light in the darkness. You can use a bonus action to shed bright moonlight in a 10-ft radius and dim light for another 10 ft.
Wand of Secrets
uncommon
DDHC-CoS-Ch-13 The Amber Temple
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Wand of Winter
rare
DDAL-DRW12 To Walk the Cold Dark
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Notes:
Wand, rare (requires attunement)
This wand looks and feels like an icicle.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Wave (Trident +3)
legendary
DDHC-TYP-White Plume Mountain (session 3)
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Whip of Warning
uncommon
Trade Log
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Notes:
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Wocky Drawing (Spellwrought Tattoo)
common
SJ-DC-WONDER-CLV-01 - The Dreams Of The Little One
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Notes:
Wonderous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. This item is found in the Tasha’s Cauldron of Everything.
The tattoo depicts a crayon-drawing of a small topaz dragonling. The Spellwrought Tattoo has the spell resistance stored. This item has the following minor property:
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wand of Magic Missiles | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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Wand of Pyrotechnics | common | WBW-DC-AA-ASHALON-02 Under the Cover of Stars | Show | |||
Notes:
This wand, created by the archfey Ananeira's research, releases miniature shooting stars. It can also provide light in the darkness. You can use a bonus action to shed bright moonlight in a 10-ft radius and dim light for another 10 ft. |
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Wand of Secrets | uncommon | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Wand of Winter | rare | DDAL-DRW12 To Walk the Cold Dark | Show | |||
Notes:
Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: Ray of Frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Sleet Storm (3 charges; spell save DC 15), or Ice Storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. |
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Wave (Trident +3) | legendary | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Whip of Warning | uncommon | Trade Log | Show | |||
Notes:
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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Wocky Drawing (Spellwrought Tattoo) | common | SJ-DC-WONDER-CLV-01 - The Dreams Of The Little One | Show | |||
Notes:
Wonderous item (tattoo), common Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The tattoo depicts a crayon-drawing of a small topaz dragonling. The Spellwrought Tattoo has the spell resistance stored. This item has the following minor property: Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |