Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
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.
Whip+2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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.
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.
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.
Tome of Clear Thought
very_rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
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.
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.
Studded Leather Armor +1
rare
CCC-BMG-HULB-02-03 Winter Sharp Bite
Show
Stone of Good Luck (Luckstone)
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Staff of Swarming Insects
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Staff of Moon Dance (Staff of Striking with the Beacon property)
very_rare
SJ-DC-PANDORA-JWEI-01
Show
Notes:
Flavor: The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.
Snurre's Cape.
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage.
Shortsword +2
rare
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Shield of Missile Attraction
common
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Resistance: Ranged Attacks, Warding, Cursed
Shard of the Ise Rune
very_rare
DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path
Show
Notes:
Wondrous item, very rare (requires attunement)
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Rope of Entanglement
rare
Trade Log
Show
Notes:
Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Notes: Restrained, Control
Rope of Entanglement
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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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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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. |
||||||
Whip+2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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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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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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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Tome of Clear Thought | very_rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
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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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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Studded Leather Armor +1 | rare | CCC-BMG-HULB-02-03 Winter Sharp Bite | Show | |||
Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Staff of Swarming Insects | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Staff of Moon Dance (Staff of Striking with the Beacon property) | very_rare | SJ-DC-PANDORA-JWEI-01 | Show | |||
Notes:
Flavor: The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light. |
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Snurre's Cape. | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Wondrous item, rare. This magical cape grants resistance to cold damage. |
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Shortsword +2 | rare | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Shield of Missile Attraction | common | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Armor (shield), rare (requires attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. Notes: Resistance: Ranged Attacks, Warding, Cursed |
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Shard of the Ise Rune | very_rare | DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. |
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Rope of Entanglement | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. Notes: Restrained, Control |
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Rope of Entanglement | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show |