Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
UC/A - Amulet of the Devout +1
uncommon
5th Level
Downtime Activity: Catching Up
Show
Notes:
Wondrous item, uncommon (requires Attunement by a Cleric or paladin)
This Amulet bears the Symbol of Ilmater inlaid with precious stones. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells.
While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
C - Rope of Mending
common
Cave
WBW-DC-FWF An Invitation - No Strings Attached
Show
Notes:

Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Minor Property: Sentinel (Dragon)
This item glows faintly when dragon creatures are within 120 feet of it.
UC/A - Hat of Disguise
uncommon
Cave
WBW-DC-FWF An Invitation - No Strings Attached
Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
Spell: Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
R/A - +2 Moon Sickle
rare
Druids' Lair
WBW-DC-FWF Complete Recipe for Total Disaster
Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger)
Simple weapon, melee weapon
1d4 slashing - light
2 lb.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
C - Dark Shard Amulet
common
Falett Manor
WBW-DC-FWF Go Fast – Faster – Fey
Show
Notes:

Wondrous item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Minor Property: Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
C - Staff of Adornment
common
Karla's Tree-House
WBW-DC-FWF Complete Recipe for Total Disaster
Show
Notes:

Staff, weapon, common
Simple weapon, melee weapon
1d6 bludgeoning - versatile (1d8)
4 lb.
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Minor Property: Compass
The wielder can use an action to learn which way is north.
EA - Harengon Spirit Club
common
LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
Character Creation
Show
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.
(https://www.adventurersleaguelog.com/users/33520/characters/87987/character_log_entries/871875)
R/A - Half Plate Armor of resistance (necrotic)
rare
Transformed Treant
WBW-DC-FWF Sowing of Hope
Show
Notes:

Medium armor, rare (requires attunement)
AC 15 + Dex (max 2)
750 gp, 40 lb.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
The wearer has disadvantage on Dexterity (Stealth) checks.
Minor Property: Language
The bearer can speak and understand Deep Speech while the item is on the bearer's person.
C - Dread Helm
common
Transformed Treant
WBW-DC-FWF Sowing of Hope
Show
Notes:

Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property: Wicked
When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
C/A - Ruby of the War Mage
common
Treasury of Netherese Library
WBW-DC-FWF Book It & Bale Out
Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Minor Property: 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.
UC - +1 All-Purpose Tool
uncommon
WBW-DC-FWF Do U Know Da Wey
WBW-DC-FWF Do U Know Da Wey
Show
Notes:

Wondrous item, uncommon (requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Additional Minor Property:
Since this tool has been carved out of the Treant Key Duot'ho's own wood, it is infused with a glimpse of his power (his voice):
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.
C - Orb of Time
common
WBW-DC-FWF Do U Know Da Wey
WBW-DC-FWF Do U Know Da Wey
Show
Notes:

Wondrous item, common
3 lb.
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
R - Glamoured Studded Leather
rare
Yarnspinner's Lair
WBW-DC-FWF Book It & Bale Out
Show
Notes:

Light armor, rare
13 lb.
AC 12 + Dex
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Minor Property: Gleaming
This item never gets dirty.
Name | Rarity | Location ▲ | Table | Result | Source | |
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UC/A - Amulet of the Devout +1 | uncommon | 5th Level | Downtime Activity: Catching Up | Show | ||
Notes:
Wondrous item, uncommon (requires Attunement by a Cleric or paladin) This Amulet bears the Symbol of Ilmater inlaid with precious stones. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells. While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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C - Rope of Mending | common | Cave | WBW-DC-FWF An Invitation - No Strings Attached | Show | ||
Notes:
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Sentinel (Dragon) |
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UC/A - Hat of Disguise | uncommon | Cave | WBW-DC-FWF An Invitation - No Strings Attached | Show | ||
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Minor Property: Harmonious Spell: Disguise Self |
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R/A - +2 Moon Sickle | rare | Druids' Lair | WBW-DC-FWF Complete Recipe for Total Disaster | Show | ||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) Simple weapon, melee weapon This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Minor Property: Harmonious |
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C - Dark Shard Amulet | common | Falett Manor | WBW-DC-FWF Go Fast – Faster – Fey | Show | ||
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: Minor Property: Guardian |
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C - Staff of Adornment | common | Karla's Tree-House | WBW-DC-FWF Complete Recipe for Total Disaster | Show | ||
Notes:
Staff, weapon, common Simple weapon, melee weapon If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. Versatile. Minor Property: Compass |
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EA - Harengon Spirit Club | common | LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre | Character Creation | Show | ||
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn. |
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R/A - Half Plate Armor of resistance (necrotic) | rare | Transformed Treant | WBW-DC-FWF Sowing of Hope | Show | ||
Notes:
AC 15 + Dex (max 2) Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. The wearer has disadvantage on Dexterity (Stealth) checks. Minor Property: Language |
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C - Dread Helm | common | Transformed Treant | WBW-DC-FWF Sowing of Hope | Show | ||
Notes:
This fearsome steel helm makes your eyes glow red while you wear it. Minor Property: Wicked |
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C/A - Ruby of the War Mage | common | Treasury of Netherese Library | WBW-DC-FWF Book It & Bale Out | Show | ||
Notes:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Minor Property: Beacon |
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UC - +1 All-Purpose Tool | uncommon | WBW-DC-FWF Do U Know Da Wey | WBW-DC-FWF Do U Know Da Wey | Show | ||
Notes:
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. Additional Minor Property: |
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C - Orb of Time | common | WBW-DC-FWF Do U Know Da Wey | WBW-DC-FWF Do U Know Da Wey | Show | ||
Notes:
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R - Glamoured Studded Leather | rare | Yarnspinner's Lair | WBW-DC-FWF Book It & Bale Out | Show | ||
Notes:
Light armor, rare 13 lb. While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Minor Property: Gleaming |