Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Longsword +1
uncommon
Phandalin
DDHC-LMOP HC 02 Lost Mine of Phandelver
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Moon-touched Greatsword
common
CCC-MTL-02 House of Revenance
Show
Notes:
Weapon (greatsword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Necklace of Fireballs
rare
Ghalasine
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Wondrous item, rare
This necklace has 9 (1d6 + 3) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Necklace of Prayer Beads
rare
Guild house of Agile Hand Thiefs Guild
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor
Ollamh Harp of the Bards
legendary
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Wondrous Item, Legendary (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Ollamh harp
Confusion, Control Weather, Fire Storm
Onyx Dog Figurine of Wondrous Power
rare
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Wondrous Item, Rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Periapt of Health
uncommon
Wildspace
SJ-DC-YLD – 01 - 02 – The forgotten place
Show
Notes:
Wondrous Item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Quirk:
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. The periapt will complain the whole time if it is not under water. While fully submerged it tells stories of how great Alturion once was.
Rapier +1
uncommon
Waterdeep, Afterlife Casino
Keys from the Golden Vault - The Stygian Gambit
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Protection
rare
Old Owl Well
DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Rope of Mending (Temperate)
common
Earthspur Mountains
FR-DC-FET-01 Vatras Besieged
Show
Notes:
Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Sending Stones (Guardian)
uncommon
Walden
Trade Log
Show
Notes:
Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. This item can be found in the Dungeon Master’s Guide. These sending stones come in the form of a pair of seashells. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Shard of Snow Ice (Ioun Stone of Protection)
rare
Feywild
WBW-DC-PHP-POLAR-01
Show
Notes:
Wondrous item 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.
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.
Shield +1
uncommon
Ghalasine
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Shield +2
rare
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Armor (Shield), Rare
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.
Spider Staff
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Melee Weapon (Staff)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Requires Attunement: Yes
Secondary Damage: 1d6
Weight: 6
Staff of Fire
very_rare
Earthspur Mountains
FR-DC-FET-03 Vatras Fury
Show
Notes:
Thun'rok Thrymbra (Staff of Fire)
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Unearthed Ring of Mind Shielding
uncommon
Zethlentin Protectorate (Underdark, Moonsea)
CCC-MTL-02 House of Revenance
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly
Wand of Magic Missiles
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Wand of Wonder
rare
Highroad
DDHC - DDA - 08 - Shivering Death
Show
Notes:
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
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 dust and is destroyed.
Wand of Wonder Effects
1d100 Effect
01–20
You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foothigh, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72
Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83–87
Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88–92
Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97
You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
Wraps of unarmed Power +2
rare
For the Golden Vault
Trade Log
Show
Notes:
Wondrous Item, Rare
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Longsword +1 | uncommon | Phandalin | DDHC-LMOP HC 02 Lost Mine of Phandelver | Show | ||
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Notes:
Weapon (longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Moon-touched Greatsword | common | CCC-MTL-02 House of Revenance | Show | |||
|
Notes:
Weapon (greatsword), common |
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| Necklace of Fireballs | rare | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Wondrous item, rare |
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| Necklace of Prayer Beads | rare | Guild house of Agile Hand Thiefs Guild | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor |
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| Ollamh Harp of the Bards | legendary | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Wondrous Item, Legendary (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. |
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| Onyx Dog Figurine of Wondrous Power | rare | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. |
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| Periapt of Health | uncommon | Wildspace | SJ-DC-YLD – 01 - 02 – The forgotten place | Show | ||
|
Notes:
Wondrous Item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. Quirk: Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. The periapt will complain the whole time if it is not under water. While fully submerged it tells stories of how great Alturion once was. |
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| Rapier +1 | uncommon | Waterdeep, Afterlife Casino | Keys from the Golden Vault - The Stygian Gambit | Show | ||
|
Notes:
Weapon (rapier), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Ring of Protection | rare | Old Owl Well | DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web | Show | ||
|
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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| Rope of Mending (Temperate) | common | Earthspur Mountains | FR-DC-FET-01 Vatras Besieged | Show | ||
|
Notes:
Wondrous Item, Common |
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| Sending Stones (Guardian) | uncommon | Walden | Trade Log | Show | ||
|
Notes:
Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. This item can be found in the Dungeon Master’s Guide. These sending stones come in the form of a pair of seashells. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
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| Shard of Snow Ice (Ioun Stone of Protection) | rare | Feywild | WBW-DC-PHP-POLAR-01 | Show | ||
|
Notes:
Wondrous item rare (requires attunement) |
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| Shield +1 | uncommon | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Armor (shield), uncommon |
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| Shield +2 | rare | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Armor (Shield), Rare While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. |
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| Spider Staff | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
|
Notes:
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Melee Weapon (Staff) Category: Items |
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| Staff of Fire | very_rare | Earthspur Mountains | FR-DC-FET-03 Vatras Fury | Show | ||
|
Notes:
Thun'rok Thrymbra (Staff of Fire) |
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| Unearthed Ring of Mind Shielding | uncommon | Zethlentin Protectorate (Underdark, Moonsea) | CCC-MTL-02 House of Revenance | Show | ||
|
Notes:
Ring, uncommon (requires attunement) |
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| Wand of Magic Missiles | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
|
Notes:
Wand, uncommon The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. |
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| Wand of Wonder | rare | Highroad | DDHC - DDA - 08 - Shivering Death | Show | ||
|
Notes:
Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. 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 dust and is destroyed. The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead. |
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| Wraps of unarmed Power +2 | rare | For the Golden Vault | Trade Log | Show | ||
|
Notes:
Wondrous Item, Rare While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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