Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Eldritch Claw Tattoo (Alpha’s Mark)
uncommon
WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds
Show
Notes:
A lupine paw print marks the skin.
Language. The bearer can speak and understand Primordial language while the item is on the bearer’s person. The bearer can also understand the language of dogs and canines.
The archfey, the Guardian, imbues characters with a Eldritch Claw Tattoo to use. The characters can keep the Eldritch Claw Tattoo as part of a pact with an archfey.
Ersatz Eye
common
Trade Log
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Exploding Bamboo (Wand of Pyrotechnics)
common
WBW-DC-ZODIAC-13 Familiars Feast
Show
Notes:
This red and gold wand is embossed with the thirteen symbols of the archfey of Samsara, taking the form of cute animals.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Familiar’s Cloak (Cloak of Displacement)
very_rare
WBW-DC-ZODIAC-13 Familiars Feast
Show
Notes:
An elegant cloak made from the fur of a displacer beast, and blessed by an archfey. The cloak shimmers and shifts between midnight blue and black. Four tendrils weave at the back of the cloak with magical sentience.
Language. The bearer can speak and understand Sylvan language while the item is on the bearer’s person. The bearer can also understand the language of cats.
The archfey, the Familiar, imbues characters with a Cloak of Displacement to use. The characters can keep the Cloak of Displacement as part of a pact with an archfey.
Farmer’s Pipe (Pipe of Smoke Monsters)
common
WBW-DC-ZODIAC-12 Seven Hamurai
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Notes:
- Pipe of Smoke Monsters (Farmer’s Pipe)
This scrimshaw pipe is made from the tusk of a primeval boar, etched with an ancient orc lyric.
Unbreakable. The item can’t be broken; special means must be used to destroy it.
Fool's Journal (Manual of Bodily Health)
very_rare
WBW-DC-ZODIAC-12 Seven Hamurai
Show
Notes:
Crafted from the finest fake leather, the journal details the life of an archfey and provides warm and humorous stories.
Language. The bearer can speak and understand Orc language while the item is on the bearer’s person. The bearer can also understand the language of pigs and other swines.
The archfey, the Guardian, imbues characters with a Manual of Bodily Health to use. The characters can keep the Manual of Bodily Health as part of a pact with an archfey.
Gauntlets of Flaming Fury
rare
SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run)
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Gem of Brightness
uncommon
CCC-KUMORI-01-01 Wreckers
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item can be found in the Dungeon Masters Guide.
Goggles of Night
uncommon
DDHC-TYP Chapter 4: White Plume Mountain
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Headband of Intellect
uncommon
DDEX1-6 The Scroll Thief (1st and 2nd Session)
Show
Notes:
WONDEROUS ITEM, UNCOMMON
This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide.
Infiltrator Cowl (Hat of Disguise)
uncommon
CCC-NUKE-01-04 Honey, Pass the Preserves
Show
Notes:
When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise.
Instrument of the Bards (Doss Lute)
uncommon
WBW-DC-DCAF02 Harengon Harana
Show
Notes:
Wondrous item, rarity varies (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. 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.
This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument.
Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison
Ioun Stone of Protection (Strange Material: Scoop of Ice-cream)
rare
WBW-DC-Death-01 In Defence of Dairy
Show
Notes:
This Ioun Stone is made from a scoop of ice-cream that changes flavour every day at dawn. It does not affect the items durability.
K9’s Veil (Cloak of Billowing)
common
WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds
Show
Khakkhara (Bell Branch with minro Guardian property)
common
WBW-DC-ZODIAC-09 Monkey Magic
Show
Notes:
Crafted from a branch of the immortal peach tree wood and infused with immortality elixir, the branch rattles with golden bells forged from the earth and fire of the Flower Fruit Mountain.
Guardian. The item chatters and screeches a warnings to its bearer, granting a bonus to initiative if the bearer isn’t incapacitated.
Mace of Smiting
rare
DDAL07-06-Fester and Burn
Show
Notes:
Weapon (mace), rare
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is
carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
This item can be found in.
Maercryshal Shard (Guardian Emblem)
uncommon
SJ-DC-PHP-FLN01-03: Unsworn Oath
Show
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn. This item is found in the Tasha’s Cauldron of Everything, pg. 128.
The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.
In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.
Nature's Mantle
uncommon
WBW-DC-XGX-SHORTS-01 The Tree may Forget but the Axe Remembers [Author-Only Run]
Show
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Pag-Asa's Cloak (Cloak of Protection)
uncommon
WBW-DC-PHP-TCOM3 Of Death and Dawn
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This cloak once belonged to Ma’lurit’s son Pag-asa. It is a silver linen cloak fastened by a jade green gem. Its underside is dark and speckled with various glinting colors reminiscent of the astral sea. Guardian minor property: As it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Pale Devil (Vorpal Longswordl
legendary
CCC-GSP-02-02 Stygia Untamed
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
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Eldritch Claw Tattoo (Alpha’s Mark) | uncommon | WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds | Show | |||
Notes:
A lupine paw print marks the skin. |
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Ersatz Eye | common | Trade Log | Show | |||
Exploding Bamboo (Wand of Pyrotechnics) | common | WBW-DC-ZODIAC-13 Familiars Feast | Show | |||
Notes:
This red and gold wand is embossed with the thirteen symbols of the archfey of Samsara, taking the form of cute animals. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. |
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Familiar’s Cloak (Cloak of Displacement) | very_rare | WBW-DC-ZODIAC-13 Familiars Feast | Show | |||
Notes:
An elegant cloak made from the fur of a displacer beast, and blessed by an archfey. The cloak shimmers and shifts between midnight blue and black. Four tendrils weave at the back of the cloak with magical sentience. The archfey, the Familiar, imbues characters with a Cloak of Displacement to use. The characters can keep the Cloak of Displacement as part of a pact with an archfey. |
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Farmer’s Pipe (Pipe of Smoke Monsters) | common | WBW-DC-ZODIAC-12 Seven Hamurai | Show | |||
Notes:
|
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Fool's Journal (Manual of Bodily Health) | very_rare | WBW-DC-ZODIAC-12 Seven Hamurai | Show | |||
Notes:
Crafted from the finest fake leather, the journal details the life of an archfey and provides warm and humorous stories. Language. The bearer can speak and understand Orc language while the item is on the bearer’s person. The bearer can also understand the language of pigs and other swines. The archfey, the Guardian, imbues characters with a Manual of Bodily Health to use. The characters can keep the Manual of Bodily Health as part of a pact with an archfey. |
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Gauntlets of Flaming Fury | rare | SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) | Show | |||
Notes:
Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. |
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Gem of Brightness | uncommon | CCC-KUMORI-01-01 Wreckers | Show | |||
Notes:
Wondrous item, uncommon The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item can be found in the Dungeon Masters Guide. |
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Goggles of Night | uncommon | DDHC-TYP Chapter 4: White Plume Mountain | Show | |||
Headband of Intellect | uncommon | DDEX1-6 The Scroll Thief (1st and 2nd Session) | Show | |||
Notes:
WONDEROUS ITEM, UNCOMMON This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide. |
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Infiltrator Cowl (Hat of Disguise) | uncommon | CCC-NUKE-01-04 Honey, Pass the Preserves | Show | |||
Notes:
When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise. |
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Instrument of the Bards (Doss Lute) | uncommon | WBW-DC-DCAF02 Harengon Harana | Show | |||
Notes:
Wondrous item, rarity varies (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. 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. This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument. Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison |
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Ioun Stone of Protection (Strange Material: Scoop of Ice-cream) | rare | WBW-DC-Death-01 In Defence of Dairy | Show | |||
Notes:
This Ioun Stone is made from a scoop of ice-cream that changes flavour every day at dawn. It does not affect the items durability. |
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K9’s Veil (Cloak of Billowing) | common | WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds | Show | |||
Khakkhara (Bell Branch with minro Guardian property) | common | WBW-DC-ZODIAC-09 Monkey Magic | Show | |||
Notes:
Crafted from a branch of the immortal peach tree wood and infused with immortality elixir, the branch rattles with golden bells forged from the earth and fire of the Flower Fruit Mountain. Guardian. The item chatters and screeches a warnings to its bearer, granting a bonus to initiative if the bearer isn’t incapacitated. |
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Mace of Smiting | rare | DDAL07-06-Fester and Burn | Show | |||
Notes:
Weapon (mace), rare The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is This item can be found in. |
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Maercryshal Shard (Guardian Emblem) | uncommon | SJ-DC-PHP-FLN01-03: Unsworn Oath | Show | |||
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. This item is found in the Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute. |
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Nature's Mantle | uncommon | WBW-DC-XGX-SHORTS-01 The Tree may Forget but the Axe Remembers [Author-Only Run] | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Pag-Asa's Cloak (Cloak of Protection) | uncommon | WBW-DC-PHP-TCOM3 Of Death and Dawn | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) This cloak once belonged to Ma’lurit’s son Pag-asa. It is a silver linen cloak fastened by a jade green gem. Its underside is dark and speckled with various glinting colors reminiscent of the astral sea. Guardian minor property: As it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Pale Devil (Vorpal Longswordl | legendary | CCC-GSP-02-02 Stygia Untamed | Show |