Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Smiles (C)
common
The Wild beyond the Witchlight - Chapter 2-2
Show
Notes:
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.
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.
Stone of Good Luck (UC/A)
uncommon
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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.
Scatterleaf Tea
common
The Wild beyond the Witchlight - Witchlight Carneval
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Notes:
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a protection from evil and good spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use.
Ring of Spell Storing (R/A)
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
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.
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.
Pixie Dust
uncommon
The Wild beyond the Witchlight - Witchlight Carneval
Show
Notes:
Wondrous item, uncommon
As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
A small packet holds enough pixie dust for one use.
Pipe of Smoke Monsters (C)
common
The Wild beyond the Witchlight - Chapter 2-2
Show
Notes:
Wondrous item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
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.
Orb of Direction
uncommon
The Wild beyond the Witchlight - Chapter 3-2
Show
Notes:
Wondrous item, common
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane
Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk) (R/A)
rare
DDHC-TYP White Plume Mountain
Show
Moon-touched Greatsword
common
Trade Log
Show
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.
Mithral Fullplate
uncommon
Trade Log
Show
Notes:
Mithral is a light, flexible metal.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Lantern of Tracking Undead (C)
common
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Wondrous item, common
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot-radius and dim light for an additional 30 feet.
Each Lantern of Tracking is designed to track down a certain type of creature, which is determined by rolling this creature type on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.
Javelin of Warning (UC/A)
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning.
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Helm of Telepathy (UC/A)
uncommon
The Wild beyond the Witchlight - Chapter 2-2
Show
Notes:
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.
Goggles of night (UC)
uncommon
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, uncommon
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wand of Smiles (C) | common | The Wild beyond the Witchlight - Chapter 2-2 | Show | |||
Notes:
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. |
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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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Stone of Good Luck (UC/A) | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of Striking (VR/A) | very_rare | The wild beyond witchlight Chapter 5 | Show | |||
Notes:
Staff, very rare (requires attunement) |
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Scatterleaf Tea | common | The Wild beyond the Witchlight - Witchlight Carneval | Show | |||
Notes:
As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a protection from evil and good spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. |
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Ring of Spell Storing (R/A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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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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Ring of Protection (R/A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Pixie Dust | uncommon | The Wild beyond the Witchlight - Witchlight Carneval | Show | |||
Notes:
Wondrous item, uncommon |
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Pipe of Smoke Monsters (C) | common | The Wild beyond the Witchlight - Chapter 2-2 | Show | |||
Notes:
Wondrous item, common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. |
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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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Orb of Direction | uncommon | The Wild beyond the Witchlight - Chapter 3-2 | Show | |||
Notes:
Wondrous item, common While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane |
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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 | |||
Moon-touched Greatsword | common | Trade Log | Show | |||
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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Mithral Fullplate | uncommon | Trade Log | Show | |||
Notes:
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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Lantern of Tracking Undead (C) | common | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot-radius and dim light for an additional 30 feet. Each Lantern of Tracking is designed to track down a certain type of creature, which is determined by rolling this creature type on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however. |
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Javelin of Warning (UC/A) | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning. Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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Helm of Telepathy (UC/A) | uncommon | The Wild beyond the Witchlight - Chapter 2-2 | Show | |||
Notes:
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. |
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Goggles of night (UC) | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon |