Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Cloak of Elvenkind
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Wand of Magic Missiles
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Pipes of Haunting
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at 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.
Driftglobe
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:
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
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).
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.
Boots of Striding and Springing
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
Show
Notes:
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Seelie Court "Longsword" (Dagger +1)
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Seelie Court "Longsword" (Dagger +1)
Weapon (Dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Stone of Good Luck (Luckstone)
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
Show
Notes:
Stone of Good Luck (Luckstone)
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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.
Dagger +1
uncommon
DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three
DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three
Show
Notes:
Dagger +1
Weapon (Dagger), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
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.
Wand of Web
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Wand of Web
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.
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.
Quiver of Ehlonna
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Quiver of Ehlonna
Wondrous Item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Silvered Rapier
common
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Silvered Rapier
Weapon (Rapier), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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) While this golden flywheel is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Cloak of Elvenkind | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Cloak of Elvenkind While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. |
||||||
| Wand of Magic Missiles | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
||||||
| Pipes of Haunting | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
|
Notes:
Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
||||||
| Helm of Telepathy | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
|
Notes:
Helm of Telepathy 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. |
||||||
| Driftglobe | 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:
Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
||||||
| 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 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). |
||||||
| Goggles of Night | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
|
Notes:
Goggles of Night 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. |
||||||
| Boots of Striding and Springing | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Boots of Striding and Springing While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
||||||
| Seelie Court "Longsword" (Dagger +1) | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
|
Notes:
Seelie Court "Longsword" (Dagger +1) You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
| Stone of Good Luck (Luckstone) | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
| Goggles of Night | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Goggles of Night 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. |
||||||
| Dagger +1 | uncommon | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three | Show | ||
|
Notes:
Dagger +1 You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
||||||
| 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. |
||||||
| Wand of Web | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Wand of Web 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. |
||||||
| 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. |
||||||
| Quiver of Ehlonna | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Quiver of Ehlonna Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
||||||
| Silvered Rapier | common | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Silvered Rapier An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. |
||||||
| 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) 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. 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. 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. 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. 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. |
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