Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wraps of Unarmed Power, +3
very_rare
Trade Log
Show
Wand of Web
uncommon
DDAL05-7 Chelimber’s Descent
DDAL05-7 Chelimber’s Descent
Show
Wand of Web
uncommon
Trade Log
Show
Wand of the War Mage, +3
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat.
Wand of Secrets
uncommon
DDAL08-01 The Map with No Names
Show
Wand of Fireballs
rare
SJ-DC-NMB1-01 An Enemy
SJ-DC-NMB1-01 An Enemy
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
Weight: 1 lb.
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 can 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.
Source: Dungeon Master’s Guide p.210
This magic wand has been fashioned into a metal piece that
looks identical to a small, black pistol. When the trigger is
pulled, the fireball is shot out of the barrel like a bullet.
Wand of Entanglement
uncommon
DDHC-TYP Tales from the Yawning Portal-Sunless Citadel
DDHC-TYP Tales from the Yawning Portal-Sunless Citadel, Session 3
Show
Wand of Enemy Detection
common
BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths
BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths
Show
Notes:
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Binding
rare
DDHC-KGV-Prisoner 13
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Velahr'Kerym (Flametongue Longsword)*
rare
DDAL00-02D Lost Tales of Myth Drannor
Trade Log
Show
Notes:
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
Show
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
Trade Log
Show
The Simbul's Guise (Cloak of Invisibility, Guardian)
legendary
BMG-DRW-OD-11 Summit at Tantras
BMG-DRW-OD-11 Summit at Tantras
Show
Notes:
Wondrous Item, Legendary (Requires Attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Guardian. This cloak warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
This tattered mantle of gossamer white silk once adorned the shoulders of The Simbul’s vengeful simulacrum. An echo of the construct’s animating force has suffused the fabric, causing the hem of the garment to glow with a faint, silvery sheen.
(Art: Johanna Johnson)
Thermal Cube (Rashemi Hot Stone)
common
Trade Log
Show
The Eye of Xxiphu
legendary
DDAL05-19 The Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
Show
Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Thayan Plate, +1 (Vultharks Armor)
rare
DWB Discord AL Trading Post
Trade Log
Show
Notes:
This fell suit of armor once belonged to a Thayan Knight Vulthark (equivalent to a Lieutenant General) under the command of Dar'lon Ma, before Dar'lon Ma split from Thay. This armor is completely black and bears a circle device of eight red flames to represent the eight schools of magic/zulkirates.
Tentacle Rod
rare
DDEP-DRW01 Assault on Myth Nantar
DDEP-DRW01 Assault on Myth Nantar
Show
Notes:
Rod, rare (requires attunement).
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Tearulai, Longsword of Sharpness
very_rare
DDHC-DMM
Trade Log
Show
Sword of Vengeance
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Studded Leather, +1
rare
BMG VDDW Trading Post Event
Trade Log
Show
Notes:
This set of armor dyed in emerald greens and deep blues is crafted from a supple, thin leather of a sylvan creature, giving comfort and flexibility rarely found in armor. It is, of course, perfectly fashionable in any situation, befitting a bounty hunter who may need to go from chatting to stabbing in the span of a second. An inner panel of leather reads, in golden embroidery thread "Made by T'kaiya", accompanied by an embroidery of an incredibly round, friend-shaped bird.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wraps of Unarmed Power, +3 | very_rare | Trade Log | Show | |||
Wand of Web | uncommon | DDAL05-7 Chelimber’s Descent | DDAL05-7 Chelimber’s Descent | Show | ||
Wand of Web | uncommon | Trade Log | Show | |||
Wand of the War Mage, +3 | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat. |
||||||
Wand of Secrets | uncommon | DDAL08-01 The Map with No Names | Show | |||
Wand of Fireballs | rare | SJ-DC-NMB1-01 An Enemy | SJ-DC-NMB1-01 An Enemy | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) Weight: 1 lb. 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 can 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. Source: Dungeon Master’s Guide p.210 This magic wand has been fashioned into a metal piece that looks identical to a small, black pistol. When the trigger is pulled, the fireball is shot out of the barrel like a bullet. |
||||||
Wand of Entanglement | uncommon | DDHC-TYP Tales from the Yawning Portal-Sunless Citadel | DDHC-TYP Tales from the Yawning Portal-Sunless Citadel, Session 3 | Show | ||
Wand of Enemy Detection | common | BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths | BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths | Show | ||
Notes:
Wand, uncommon |
||||||
Wand of Binding | rare | DDHC-KGV-Prisoner 13 | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
||||||
Velahr'Kerym (Flametongue Longsword)* | rare | DDAL00-02D Lost Tales of Myth Drannor | Trade Log | Show | ||
Notes:
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
||||||
Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | DDAL05-19 Eye of Xxiphu | Show | ||
Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | Trade Log | Show | ||
The Simbul's Guise (Cloak of Invisibility, Guardian) | legendary | BMG-DRW-OD-11 Summit at Tantras | BMG-DRW-OD-11 Summit at Tantras | Show | ||
Notes:
Wondrous Item, Legendary (Requires Attunement) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. Guardian. This cloak warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn’t incapacitated. This tattered mantle of gossamer white silk once adorned the shoulders of The Simbul’s vengeful simulacrum. An echo of the construct’s animating force has suffused the fabric, causing the hem of the garment to glow with a faint, silvery sheen. (Art: Johanna Johnson) |
||||||
Thermal Cube (Rashemi Hot Stone) | common | Trade Log | Show | |||
The Eye of Xxiphu | legendary | DDAL05-19 The Eye of Xxiphu | DDAL05-19 Eye of Xxiphu | Show | ||
Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat. |
||||||
Thayan Plate, +1 (Vultharks Armor) | rare | DWB Discord AL Trading Post | Trade Log | Show | ||
Notes:
This fell suit of armor once belonged to a Thayan Knight Vulthark (equivalent to a Lieutenant General) under the command of Dar'lon Ma, before Dar'lon Ma split from Thay. This armor is completely black and bears a circle device of eight red flames to represent the eight schools of magic/zulkirates. |
||||||
Tentacle Rod | rare | DDEP-DRW01 Assault on Myth Nantar | DDEP-DRW01 Assault on Myth Nantar | Show | ||
Notes:
Rod, rare (requires attunement). Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
Tearulai, Longsword of Sharpness | very_rare | DDHC-DMM | Trade Log | Show | ||
Sword of Vengeance | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
||||||
Studded Leather, +1 | rare | BMG VDDW Trading Post Event | Trade Log | Show | ||
Notes:
This set of armor dyed in emerald greens and deep blues is crafted from a supple, thin leather of a sylvan creature, giving comfort and flexibility rarely found in armor. It is, of course, perfectly fashionable in any situation, befitting a bounty hunter who may need to go from chatting to stabbing in the span of a second. An inner panel of leather reads, in golden embroidery thread "Made by T'kaiya", accompanied by an embroidery of an incredibly round, friend-shaped bird. |