Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Ornithopter of Flying
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Eldritch Staff
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Stone of Good Luck
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Chime of Opening
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
“Many thanks! May fortune smile on you. Yours, Sir Talavar.”
Boots of Levitation
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Boots of Levitation
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can cast Levitate on yourself.
Bag of Beans
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Bag of Beans
Wondrous Item, Rare
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100 Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM’s choice) 30 feet into the air for 1d4 minutes.
11–20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31–40
A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41–50
Three Shrieker Fungi sprout.
51–60
1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.
61–70
A hungry Bulette burrows up and attacks.
71–80
A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90
A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion.
91–95
A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.
96–00
A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence.
Woodcutter's Axe
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Woodcutter's Axe
Weapon (greataxe), rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) - T4 Locket
legendary
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars)
Staff, weapon, legendary (requires attunement by a Spellcaster)
Bound into this staff is a level 8 (Crown of Stars) spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The spell's saving throw DC is 18, and its attack bonus is +10.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
https://files.d20.io/images/464555549/bQn4OLAinJF9Jbmb4li5lg/med.png?1763409834
"Wrought from twilight, dream-sap, and the fractured light of a fallen star.
When Sibilna still ruled Prismere with elegance wrapped in menace, she crafted a small number of personal boons—gifts for those whose dreams aligned with her interests rather than her commands. Among these rare favors was the Enspelled Staff of the Crown, a conduit woven from dreamstuff and the quiet brilliance of nightfire.
The staff’s body is grown rather than carved: a spiraling length of living wood taken from a Glimmershade Willow, a tree that only blooms within the borderlands where dream and waking overlap. Its surface is smooth yet warm, veined with faint currents of soft violet and rose light, pulsing like a heartbeat half asleep.
At its crown rests a cluster of floating star-petals, each one a fragment of a miniature constellation. They drift lazily around the staff’s head like a gentle orbit—never touching, never dimming. These are not true stars, but echoes of one: a sliver of celestial radiance broken during Sibilna’s fall from grace and caught by the Archdruid’s dreaming boughs before it could fade."
Lore & Presence
The staff thrums with soft, melodic vibrations—tones that resemble distant chimes, felt more than heard. The light around its crown brightens whenever its bearer stands between conflict and tranquility, as if encouraging unity over strife. Beasts, fey, and dream-spirits instinctively recognize it as an emblem of harmonic authority, for the staff remembers Sibilna’s rule not with fear, but with quiet reverence for beauty, poise, and balance.
To your Dream-Druidin, the staff resonates deeply. Its celestial petals glow brightest when surrounded by blooming branches or drifting motes, merging seamlessly with her own dream-nature. In her hands, the staff becomes not a weapon, but a walking star-garden—a promise that even shattered light can bloom anew.
✧ Symbolic Meaning
*To the Fey: a relic of a queen whose elegance masked storms.
To dream-touched druids: a guidepost of inner calm, where visions and reality intertwine.
To its bearer: a reminder that the universe whispers to those who still dare to dream.
Bracers of Defense
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Feather Falling
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
a bat-shaped amulet that has the properties of a ring of feather falling.
Staff of Striking
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Rapier +1
uncommon
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Rapier +1
Weapon (Rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
a glass-handled rapier
Winged Boots
uncommon
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Ioun Stone of Insight
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Ioun Stone of Insight
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Flame Tongue Longsword
rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Flame Tongue Longsword
Weapon (Longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Staff of Power
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Amulet of the Planes
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Amulet of the Planes
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
Ring of Amity
very_rare
DM Service Awards Season 12 c
Trade Log
Show
Notes:
Ring of Amity
Ring, very rare (requires attunement)
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.
When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Tongcat Nenek Kebayan (Staff of Healing)
rare
WBW-DC-DMM-01 The Soltitude of Solace
Trade Log
Show
Notes:
Tongcat Nenek Kebayan (Staff of Healing)
Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)
This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Wand of Whimsy
common
DDHC-WBW-PR Prelude: Lost Things
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Wand of Whimsy
Wondrous Item, common
This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
Change the hair color or hair style of a creature you can see within 50 feet
Cause a small cloud of butterflies to flutter from the tip of the wand
Conjure a brief, tinkling melody from the wand
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 transforms into a cloud of butterflies, which flutter away.
| Name | Rarity | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|
| Ornithopter of Flying | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Ornithopter of Flying You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds. |
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| Eldritch Staff | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Eldritch Staff This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |
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| Stone of Good Luck | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Stone of Good Luck While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Chime of Opening | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Chime of Opening This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. “Many thanks! May fortune smile on you. Yours, Sir Talavar.” |
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| Boots of Levitation | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Boots of Levitation While you wear these boots, you can cast Levitate on yourself. |
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| Bag of Beans | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Bag of Beans This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly. |
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| Woodcutter's Axe | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Woodcutter's Axe You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. |
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| Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) - T4 Locket | legendary | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) Bound into this staff is a level 8 (Crown of Stars) spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell's saving throw DC is 18, and its attack bonus is +10. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. https://files.d20.io/images/464555549/bQn4OLAinJF9Jbmb4li5lg/med.png?1763409834 "Wrought from twilight, dream-sap, and the fractured light of a fallen star. When Sibilna still ruled Prismere with elegance wrapped in menace, she crafted a small number of personal boons—gifts for those whose dreams aligned with her interests rather than her commands. Among these rare favors was the Enspelled Staff of the Crown, a conduit woven from dreamstuff and the quiet brilliance of nightfire. The staff’s body is grown rather than carved: a spiraling length of living wood taken from a Glimmershade Willow, a tree that only blooms within the borderlands where dream and waking overlap. Its surface is smooth yet warm, veined with faint currents of soft violet and rose light, pulsing like a heartbeat half asleep. At its crown rests a cluster of floating star-petals, each one a fragment of a miniature constellation. They drift lazily around the staff’s head like a gentle orbit—never touching, never dimming. These are not true stars, but echoes of one: a sliver of celestial radiance broken during Sibilna’s fall from grace and caught by the Archdruid’s dreaming boughs before it could fade." Lore & Presence The staff thrums with soft, melodic vibrations—tones that resemble distant chimes, felt more than heard. The light around its crown brightens whenever its bearer stands between conflict and tranquility, as if encouraging unity over strife. Beasts, fey, and dream-spirits instinctively recognize it as an emblem of harmonic authority, for the staff remembers Sibilna’s rule not with fear, but with quiet reverence for beauty, poise, and balance. To your Dream-Druidin, the staff resonates deeply. Its celestial petals glow brightest when surrounded by blooming branches or drifting motes, merging seamlessly with her own dream-nature. In her hands, the staff becomes not a weapon, but a walking star-garden—a promise that even shattered light can bloom anew. ✧ Symbolic Meaning *To the Fey: a relic of a queen whose elegance masked storms. To dream-touched druids: a guidepost of inner calm, where visions and reality intertwine. To its bearer: a reminder that the universe whispers to those who still dare to dream. |
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| Bracers of Defense | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Bracers of Defense Wondrous item, rare (requires attunement) |
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| Ring of Feather Falling | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Ring of Feather Falling When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. a bat-shaped amulet that has the properties of a ring of feather falling. |
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| Staff of Striking | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Staff of Striking This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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| Rapier +1 | uncommon | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Rapier +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. a glass-handled rapier |
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| Winged Boots | uncommon | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Winged Boots While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. |
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| Ioun Stone of Insight | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
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Notes:
Ioun Stone of Insight An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. |
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| Flame Tongue Longsword | rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
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Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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| Staff of Power | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
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Notes:
Staff of Power This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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| Amulet of the Planes | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
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Notes:
Amulet of the Planes While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence. |
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| Ring of Amity | very_rare | DM Service Awards Season 12 c | Trade Log | Show | ||
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Notes:
Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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| Tongcat Nenek Kebayan (Staff of Healing) | rare | WBW-DC-DMM-01 The Soltitude of Solace | Trade Log | Show | ||
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Notes:
Tongcat Nenek Kebayan (Staff of Healing) This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. |
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| Wand of Whimsy | common | DDHC-WBW-PR Prelude: Lost Things | DDHC-WBW-PR Prelude: Lost Things | Show | ||
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Notes:
Wand of Whimsy This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
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 transforms into a cloud of butterflies, which flutter away. |
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