Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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 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.
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.
Wave (Trident +3)
legendary
DDHC-TYP-White Plume Mountain (session 3)
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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.
Wand of Secrets
uncommon
DDHC-CoS-Ch-13 The Amber Temple
Show
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.
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.
Velahr’Kerym (Flame-Tongue Longsword)
rare
Trade Log
Show
Tome of Understanding
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
The Wocky-Scale Armor! (Half-Plate +1)
rare
SJ-DC-WONDER-CLV-01 - The Dreams Of The Little One
Show
Notes:
Armor (half plate), rare
You have a +1 bonus to AC while wearing this armor. This item is found in the Dungeons Master’s Guide.
The Wocky-Scale Armor is adorned in faux topaz dragon scales, and has the following minor property:
Strange Material. This item was created from a material that is bizarre given its purpose. Its durability is unaffected.
The Shroud of the Mourning Warrior (Scale Mail +1)
rare
DDAL05-13 Jarl Rising
Show
Notes:
Armor, rare (druid friendly). Flavor: This suit of scale armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.
Thayvian Mantel of Spell Resistance
rare
CCC-ST2-1 Red War: Embassy of Evil
Show
Notes:
You have advantage on Saving Throws against Spells while you wear this cloak.
This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.
Temperate Elven Chain (Chain Mail +1)
rare
WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier
Show
Notes:
The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility.
Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Tarot Card Set
unique
DDEP09-03 Liar's Night + Haunted Mansion
Show
Notes:
Wondrous item, uncommon (unique)
Once per day, roll 1d4 to find out what your tarot fortune produces. At dawn this product (not the card) vanishes but the character may roll again to reveal their next fortune.
DC 1 The Flower - touching this card to a patch of earth or soil, within 5 feet of you, causes one flower of your choice to sprout there. The flower is non-magical and harmless, and it grows or withers as a normal flower would.
DC 2 The Yummy Meal - this card produces your favorite meal, the equivalent of 1 ration.
DC 3 The Tea Pot - this card produces a tiny pot of piping tea, the equivalent of one potion of healing.
DC 4 The Witch - this card produces a stone and twisted wire pendant. As an action, it gives you advantage on Charisma checks when communicating with humanoids (CR1 or less), for 1 hour.
Stygian Scale Mail (Smoldering Armor)
common
CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1
Show
Notes:
Armor (scale mail), common
This light blue, ice like armor with closed helm included is light but durable. When exposed to the air, the humidity around the armor condenses into tiny droplets, becoming visible wisps of mist-like vapor.
A copy of the Nightsong Clan’s infernal contract is engraved all over the armor, reminding its wearer to search for the soul of Rem Nightsong and bring it to the Nine Hells.
This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything.
Stone of Goodluck
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Stick of Directions (Pole of Collapsing with Compass Property)
common
WBW-DC-PHP-ORNG-02 Where Do They Go?
Show
Notes:
Wondrous Item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
This item looks like a long wooden stick.
The wielder can use an action to balance the stick and it will always drop towards north.
Staff of Withering
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a Cleric, Druid, or Warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat
Staff of Frost
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
Silver Horn of Valhalla
rare
WBW-DC-AA-ASHALON-02 Under the Cover of Stars
Show
Notes:
This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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. |
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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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Wave (Trident +3) | legendary | DDHC-TYP-White Plume Mountain (session 3) | 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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Wand of Secrets | uncommon | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
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 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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Velahr’Kerym (Flame-Tongue Longsword) | rare | Trade Log | Show | |||
Tome of Understanding | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
The Wocky-Scale Armor! (Half-Plate +1) | rare | SJ-DC-WONDER-CLV-01 - The Dreams Of The Little One | Show | |||
Notes:
Armor (half plate), rare You have a +1 bonus to AC while wearing this armor. This item is found in the Dungeons Master’s Guide. The Wocky-Scale Armor is adorned in faux topaz dragon scales, and has the following minor property: Strange Material. This item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
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The Shroud of the Mourning Warrior (Scale Mail +1) | rare | DDAL05-13 Jarl Rising | Show | |||
Notes:
Armor, rare (druid friendly). Flavor: This suit of scale armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer. |
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Thayvian Mantel of Spell Resistance | rare | CCC-ST2-1 Red War: Embassy of Evil | Show | |||
Notes:
You have advantage on Saving Throws against Spells while you wear this cloak. This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so. |
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Temperate Elven Chain (Chain Mail +1) | rare | WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier | Show | |||
Notes:
The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility. Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor. |
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Tarot Card Set | unique | DDEP09-03 Liar's Night + Haunted Mansion | Show | |||
Notes:
Wondrous item, uncommon (unique) Once per day, roll 1d4 to find out what your tarot fortune produces. At dawn this product (not the card) vanishes but the character may roll again to reveal their next fortune. DC 1 The Flower - touching this card to a patch of earth or soil, within 5 feet of you, causes one flower of your choice to sprout there. The flower is non-magical and harmless, and it grows or withers as a normal flower would. DC 2 The Yummy Meal - this card produces your favorite meal, the equivalent of 1 ration. DC 3 The Tea Pot - this card produces a tiny pot of piping tea, the equivalent of one potion of healing. DC 4 The Witch - this card produces a stone and twisted wire pendant. As an action, it gives you advantage on Charisma checks when communicating with humanoids (CR1 or less), for 1 hour. |
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Stygian Scale Mail (Smoldering Armor) | common | CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1 | Show | |||
Notes:
Armor (scale mail), common This light blue, ice like armor with closed helm included is light but durable. When exposed to the air, the humidity around the armor condenses into tiny droplets, becoming visible wisps of mist-like vapor. This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything. |
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Stone of Goodluck | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Stick of Directions (Pole of Collapsing with Compass Property) | common | WBW-DC-PHP-ORNG-02 Where Do They Go? | Show | |||
Notes:
Wondrous Item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. This item looks like a long wooden stick. The wielder can use an action to balance the stick and it will always drop towards north. |
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Staff of Withering | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a Cleric, Druid, or Warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat |
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Staff of Frost | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Silver Horn of Valhalla | rare | WBW-DC-AA-ASHALON-02 Under the Cover of Stars | Show | |||
Notes:
This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands. |