Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Flame Tongue Longsword
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Weapon, rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Ring of Feather Falling
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Flavor. A bat-shaped amulet that has the properties of a ring of feather falling.
Bracers of Defense
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Winged Boots
uncommon
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Wondrous item, uncommon (requires attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Seelie Court "Longsword"
uncommon
DDHC-WBW01-Hither
DDHC-WBW01-Hither
Show
Notes:
Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Given to Queen Titanias Knights by her Highness herself.
Moonlight Monocle
uncommon
DDHC-WBW01-Hither
DDHC-WBW01-Hither
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.
Helm of Telepathy
uncommon
DDHC-WBW01-Hither
DDHC-WBW01-Hither
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.
Pipes of Haunting
uncommon
DDHC-WBW01-Hither
DDHC-WBW01-Hither
Show
Notes:
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.
Periapt of Wound Closure
uncommon
DDHC-WBW01-Tither
DDHC-WBW01-Tither
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Halberd +1
uncommon
Level 5 Magic Item
DDHC-WBW01-Tither
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
6 lb. Mastery: Cleave
1d10 slashing - Heavy, Reach, Two‑Handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Wand of Secrets
uncommon
DDHC-WBW01-Tither
DDHC-WBW01-Tither
Show
Notes:
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Hag Eye
uncommon
DDHC-WBW01-Tither
DDHC-WBW01-Tither
Show
Notes:
Wondrous item, uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Quiver of Ehlonna
uncommon
DDHC-WBW01-Yon
DDHC-WBW01-Yon
Show
Notes:
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.
Wand of Web
uncommon
DDHC-WBW01-Yon
DDHC-WBW01-Yon
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
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.
+1 Rapier
uncommon
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Flavor. Forged from a single, flawless piece of crystalline glass, its blade shimmers with an ethereal light, catching and refracting the ambient light into a thousand dazzling points.
Fold-Up Friend
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
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.
Wand of Smiles
common
DDHC-WBW01-Hither
DDHC-WBW01-Hither
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 Whimsy
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
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.
Pearl of Elocution
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Wondrous Item, common
When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak.
Giants Gloves
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Wondrous Item, common
While wearing these oversized gloves, your hands magically expand to fill their volume. You gain no benefit from this.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Flame Tongue Longsword | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
Notes:
Weapon, rare (requires attunement) Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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Ring of Feather Falling | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
Notes:
Ring, rare (requires attunement) Flavor. A bat-shaped amulet that has the properties of a ring of feather falling. |
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Bracers of Defense | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Winged Boots | uncommon | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Seelie Court "Longsword" | uncommon | DDHC-WBW01-Hither | DDHC-WBW01-Hither | Show | ||
Notes:
Weapon (dagger), uncommon Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. Given to Queen Titanias Knights by her Highness herself. |
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Moonlight Monocle | uncommon | DDHC-WBW01-Hither | DDHC-WBW01-Hither | 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. |
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Helm of Telepathy | uncommon | DDHC-WBW01-Hither | DDHC-WBW01-Hither | 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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Pipes of Haunting | uncommon | DDHC-WBW01-Hither | DDHC-WBW01-Hither | Show | ||
Notes:
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. |
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Periapt of Wound Closure | uncommon | DDHC-WBW01-Tither | DDHC-WBW01-Tither | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Halberd +1 | uncommon | Level 5 Magic Item | DDHC-WBW01-Tither | Show | ||
Notes:
Weapon, uncommon Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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Wand of Secrets | uncommon | DDHC-WBW01-Tither | DDHC-WBW01-Tither | Show | ||
Notes:
Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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Hag Eye | uncommon | DDHC-WBW01-Tither | DDHC-WBW01-Tither | Show | ||
Notes:
Wondrous item, uncommon Coven Sensor. The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously. Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends. |
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Quiver of Ehlonna | uncommon | DDHC-WBW01-Yon | DDHC-WBW01-Yon | Show | ||
Notes:
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. |
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Wand of Web | uncommon | DDHC-WBW01-Yon | DDHC-WBW01-Yon | Show | ||
Notes:
Wand, uncommon (requires attunement by a spellcaster) 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. |
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+1 Rapier | uncommon | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
Notes:
Weapon, uncommon 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. Flavor. Forged from a single, flawless piece of crystalline glass, its blade shimmers with an ethereal light, catching and refracting the ambient light into a thousand dazzling points. |
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Fold-Up Friend | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
Notes:
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. |
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Wand of Smiles | common | DDHC-WBW01-Hither | DDHC-WBW01-Hither | 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 Whimsy | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
Notes:
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:
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. |
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Pearl of Elocution | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
Notes:
Wondrous Item, common When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. |
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Giants Gloves | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
Notes:
Wondrous Item, common While wearing these oversized gloves, your hands magically expand to fill their volume. You gain no benefit from this. |