Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Protection (R/A)
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Wand of Fireballs (R/A)
rare
DRWEP-OD-01 - DRW - The Enemy of my Enemy - Epic
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk) (R/A)
rare
DDHC-TYP White Plume Mountain
Show
Gauntlets of Ogre Power
rare
Trade Log
Show
Notes:
While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.
Moon Sickle +2 (R/A)
rare
DRWEP-OD-01 - DRW - The Enemy of my Enemy - Epic
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 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.
Ring of Shooting Stars (VR/A)
very_rare
The Wild beyond the Witchlight - Chapter 4-2
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ornithopter of Flying (VR)
very_rare
The Wild beyond the Witchlight - Chapter 4-2
Show
Notes:
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.
Staff of Striking (VR/A)
very_rare
The wild beyond witchlight Chapter 5
Show
Notes:
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Protection (R/A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Wand of Fireballs (R/A) | rare | DRWEP-OD-01 - DRW - The Enemy of my Enemy - Epic | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. |
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Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk) (R/A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Gauntlets of Ogre Power | rare | Trade Log | Show | |||
Notes:
While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you. |
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Moon Sickle +2 (R/A) | rare | DRWEP-OD-01 - DRW - The Enemy of my Enemy - Epic | Show | |||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 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. |
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Ring of Shooting Stars (VR/A) | very_rare | The Wild beyond the Witchlight - Chapter 4-2 | Show | |||
Notes:
Ring, very rare (requires attunement outdoors at night) 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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Ornithopter of Flying (VR) | very_rare | The Wild beyond the Witchlight - Chapter 4-2 | Show | |||
Notes:
Wondrous item, very rare |
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Staff of Striking (VR/A) | very_rare | The wild beyond witchlight Chapter 5 | Show | |||
Notes:
Staff, very rare (requires attunement) |