Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Staff of Swarming Insects
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Stone of Good Luck (Luckstone)
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Studded Leather Armor +1
rare
CCC-BMG-HULB-02-03 Winter Sharp Bite
Show
Tentacle Rod
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
The Pandora Box (Necklace of Prayer Beads with Blissful property)
rare
FR-DC-PANDORA-JWEI-12
Show
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
Beads: 2 Blessing, 1 Curing, 2 Favor, 1 Summons for characters that achieved Ending: Pandora! without Pandora sealed
Flavor
Pandora resides within this box. Everytime you touch the Pandora Box, you recall one cherished memory spent with Pandora. You could almost hear her voice bombarding you with endless questions. Whenever you are feeling down, you could almost see a faint image of her cheering you up. Whenever you are feeling hesitant, you remember her, filled with curiosity, rushing in head first without fear or worries. No matter what happens, no matter how strong the adversary may be, remember… Pandora will always be there for you, and this thought immediately washes away your weariness and restores your vigor.
If you have the Summons bead and you use it, at the DM’s discretion, you may summon forth Pandora. Pandora most appropriately uses the living portent stat block but with chaotic good alignment.
Tome of Clear Thought
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Tome of Leadership and Influence
very_rare
CCCROZK01-02 Zhentarim's Lament
Show
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye.
Wand of Web
uncommon
Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre)
Show
Notes:
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.
Wave (Trident +3)
legendary
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 2+3)
Show
Notes:
(Can be claimed upon reach T4)
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a Trident of Fish Command and a Weapon of Warning. It can confer the benefit of a Cap of Water Breathing while you hold it, and you can use it as a Cube of Force by choosing the effect, instead of pressing cube sides to select it.
Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world.
The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to — or rebellion against — that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Whip+2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
White Battledress (Clothes of mending with Temperate property)
common
SJ-DC-ROTU-DLC [B]-01: Rescue the Future (Playstest)
Show
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather.
Wolf’s leash (Rope of Mending with the Common language property)
common
SJ-DC-PANDORA-JWEI-04
Show
Notes:
Flavor
This wolf leash once belongs to best boy wolf named Fenrir.
Wooden Sentinel Shield
uncommon
DDHC-MORD-03 To Wake the Leviathan
Show
Notes:
armor (shield), uncommon, major tier
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Swarming Insects | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Studded Leather Armor +1 | rare | CCC-BMG-HULB-02-03 Winter Sharp Bite | Show | |||
Tentacle Rod | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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The Pandora Box (Necklace of Prayer Beads with Blissful property) | rare | FR-DC-PANDORA-JWEI-12 | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) Beads: 2 Blessing, 1 Curing, 2 Favor, 1 Summons for characters that achieved Ending: Pandora! without Pandora sealed Flavor If you have the Summons bead and you use it, at the DM’s discretion, you may summon forth Pandora. Pandora most appropriately uses the living portent stat block but with chaotic good alignment. |
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Tome of Clear Thought | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Tome of Leadership and Influence | very_rare | CCCROZK01-02 Zhentarim's Lament | Show | |||
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye. |
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Wand of Web | uncommon | Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre) | Show | |||
Notes:
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. |
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Wave (Trident +3) | legendary | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 2+3) | Show | |||
Notes:
(Can be claimed upon reach T4) Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a Trident of Fish Command and a Weapon of Warning. It can confer the benefit of a Cap of Water Breathing while you hold it, and you can use it as a Cube of Force by choosing the effect, instead of pressing cube sides to select it. Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to — or rebellion against — that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Whip+2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
White Battledress (Clothes of mending with Temperate property) | common | SJ-DC-ROTU-DLC [B]-01: Rescue the Future (Playstest) | Show | |||
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather. |
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Wolf’s leash (Rope of Mending with the Common language property) | common | SJ-DC-PANDORA-JWEI-04 | Show | |||
Notes:
Flavor |
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Wooden Sentinel Shield | uncommon | DDHC-MORD-03 To Wake the Leviathan | Show | |||
Notes:
armor (shield), uncommon, major tier While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |