Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

Fold-Up Friend common DDHC-WBW-PR Prelude: Lost Things DDHC-WBW-PR Prelude: Lost Things Show
Notes:

Fold-Up Friend
Wondrous Item, common

While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point.

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.

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.

Staff of Flowers common DDHC-DMM-Lvl-5 Assignment 2. Season 13 (50?) Show
Notes:

Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
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.

Silvered Rapier common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Silvered Rapier
Weapon, common, Martial weapon

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.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Bag of Holding common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Drow Armor (Breastplate of Gleaming) common FR-DC-Vex-Vermin Exterminators FR-DC-Vex-Vermin Exterminators Show
Notes:

Drow Armor (Breastplate of Gleaming)
Armor (Breastplate), common

https://i.ibb.co/1Gsp1FBJ/image.png
Forged in the dark halls of the drow at Web's Edge, this breastplate is a flawless masterpiece of black metal that will never allow dust or dirt to cling to it. Silver engravings wind like spiderwebs across the plates, culminating in an intricately crafted spider at the center of the chest—a silent symbol of loyalty to the powers of the deep. Violet fabric shimmers between the curved armor plates, emphasizing the elegance and stealth of its wearer. It is whispered in the shadows that the armor not only provides protection but also sharpens the voice of darkness: those who wear it suddenly find words in the drow language, as if the webs themselves had imparted their secret.

This armor never gets dirty.

Minor Property: Language - While having this item in your possession you are able to speak drow (elvish).

Wand of Smiles common DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

Wand of Smiles
Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

Pearl of Elocution common DDHC-WBW-PR Prelude: Lost Things DDHC-WBW-PR Prelude: Lost Things Show
Notes:

Pearl of Elocution
Wondrous Item, common

When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak.

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.

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.

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.

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.

Radiance (+1 wand of the war mage) uncommon DDHC-CM The Price of Beauty DDHC-CM The Price of Beauty Show
Notes:

Radiance (+1 wand of the war mage)
Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

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.

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.

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.

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.