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.

Ornate Dagger of the Spider Queen (Dagger +2) rare DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three Show
Notes:

Ornate Dagger of the Spider Queen (Dagger +2)
Weapon (Dagger), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Forged in the hidden forges of a forgotten Drow artisan, this dagger bears the unmistakable touch of Lolth’s devotion. Its grip is wrapped in dark leather, while the crossguard forms an intricate spider’s body of gold-black metal, set with ruby-red gemstones that glimmer like venomous eyes. The blade is slender, precise, and almost alive—as if it senses every motion of its wielder with eager anticipation. This is a dagger that does more than cut; it whispers of intrigue, shadowed paths, and the silent sacrifices made in the Spider Queen’s name.

Necklace of Adaptation uncommon DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard Show
Notes:

Necklace of Adaptation
Wondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Nature's Mantle uncommon DDHC-WBW03-Thither DDHC-WBW03-Thither Show
Notes:

Nature's Mantle
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.

Moon Sickle +1 uncommon DDHC-WBW03-Thither DDHC-WBW03-Thither Show
Notes:

Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a 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.

Mark of the Worldroot (Barrier Tattoo) very_rare PS-DC-BY-01 Beneath Yggdrasil PS-DC-BY-01 Beneath Yggdrasil Show
Notes:

Mark of the Worldroot (Barrier Tattoo)
Barrier Tattoo (Very Rare)

This tattoo is not merely a ward of magic, but a symbol of balance between realms.
Its origin does not lie in mortal craft, but in the living essence of the World Tree itself.

Legends tell of an avatar who once walked at the boundary of the planes—neither god nor mortal, but a living extension of the World Tree. Where the avatar stood, roots pierced sky, soil, and shadow alike. When the fabric of the worlds began to strain, the avatar tore a fragment of its own essence free and bound it into living ink, so that those who walk unarmored would not walk unprotected.

The Rootbinding Rite

The needle used to create the tattoo is forged from condensed world-metal—cool as moonlight, heavy with memory. During attunement, the bearer presses it to their skin and feels the whisper of the planes: leaves in distant wind, grinding stone, the slow pulse of deep earth.

At the rite’s completion, the needle dissolves into silvery-green ink, forming the mark.

Appearance

The tattoo depicts interwoven lines like roots, branches, and veins, shifting subtly as the bearer moves. From certain angles it resembles bark, from others ancient runes or flowing metal. In moments of stillness, it seems to breathe, as if an ancient heartbeat stirs beneath the skin.

Three layers can be discerned by those who study it closely:

The Roots – endurance and survival

The Trunk – balance and presence

The Crown – protection against forces beyond

Blessing of the Avatar

While the bearer wears no armor, the World Tree’s protection wraps around them like an unseen bark—not rigid like steel, but resilient and adaptive. Blows are turned aside, hostile magic is guided away, as though striking the wrong branch of a vast tree.

A shield may still be used, for the World Tree teaches not vulnerability, but harmony between defense and freedom.

Harmonious Bond

Attunement requires only one minute, as the avatar recognizes those who stand in balance with the worlds. The bond is not forced—it is remembered.

When the bond ends, the roots withdraw. The tattoo fades, and the needle reappears nearby, waiting for another who dares to walk the paths between realms.

Manual of Bodily Health very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Manual of Bodily Health
Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Mace of Terror rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Mace of Terror
Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Lunebough Whisper (Moon-Touched Rapier) common PS-DC-BY-01 Beneath Yggdrasil PS-DC-BY-01 Beneath Yggdrasil Show
Notes:

Lunebough Whisper (Moon-Touched Rapier)
Weapon (Rapier), Common

This slender rapier was not forged in a mortal forge, but grown beneath moonlit branches where the World Tree’s crown brushes the night sky. Its blade carries the quiet radiance of moonlight filtered through leaves—soft, pale, and unwavering.
Origin

Legends say the weapon was shaped by an avatar who walked the upper boughs of the World Tree, where moonlight pools like dew upon silver bark. There, the avatar drew a single ray of moonlight down through the branches and bound it into steel, tempering it with sap drawn from the tree’s highest limbs.

The result was a blade meant not for conquest, but for watchfulness—a companion to those who walk the dark paths between roots and stars.
Appearance

The rapier’s blade gleams with a cool, translucent sheen, as if moonlight itself were trapped beneath its surface. Fine, vein-like patterns run along the steel, echoing branches reaching toward the sky.

Its hilt is adorned with organic motifs—twisting roots and crescent forms—and set with a pale gemstone that softly glows when darkness deepens. When drawn, the blade sheds moonlight that spills outward like leaves catching silver light in the night.
Moonlit Vigil

In darkness, the rapier awakens. Its glow does not burn or blind—it reveals, casting bright moonlight around the bearer and soft illumination beyond, banishing shadows without disturbing the quiet of the night.

The blade hums faintly when danger approaches, a whisper carried through steel and grip alike. Those attuned to it often react before conscious thought, guided by an instinct that feels older than fear.
Minor Prophecy — Guardian

The rapier does not speak in words, but in warnings: a tightening of the hand, a subtle shift of balance, a breath drawn just a moment sooner. It favors vigilance over aggression, rewarding those who remain aware and ready.

Many believe the blade remembers its vigil beneath the World Tree’s crown, forever watching the spaces where moonlight and shadow meet.

Leather Armor +2 very_rare DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

Leather Armor +2
Armor (light), very rare

You have a +2 bonus to AC while wearing this armor.

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

A Leather Armor made out of Gullob "personal" royal leather collection.

"Junipers Embrace" (Cloak of Displacement) rare DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

"Junipers Embrace" (Cloak of Displacement)
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.

If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Made out of white feathers that once belonged to a owlbear called "Juniper"....

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.

Instrument of the Bards (Cli Lyre) rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)

The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes

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.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Iggwylv's Horn rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Iggwylv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

Helm of Telepathy uncommon DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

Helm of Telepathy
Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Hag Eye (Im Frog of Holding) uncommon DDHC-WBW03-Thither DDHC-WBW03-Thither Show
Notes:

Hag Eye (Im Frog of Holding)
Wondrous Item, Uncommon

A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.

Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.

Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.

Greatclub +2 rare DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three Show
Notes:

Greatclub +2
Weapon (Greatclub), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Golden Flywheel (Stone of Good Luck) uncommon DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard Show
Notes:

Golden Flywheel (Stone of Good Luck)
Wondrous item, uncommon (requires attunement)

While this golden flywheel is on your person, you gain a +1 bonus to ability checks and saving throws.

Goggles of Night uncommon DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

Goggles of Night
Wondrous item, uncommon

Moonlight monocle (no more fumbling in the dark)

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Goggles of Night uncommon DDHC-TfYP-06 WPM White Plume Mountain DDHC-TfYP-06 WPM White Plume Mountain Show
Notes:

Goggles of Night
Wondrous Item, Uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.