Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Dagger +1 uncommon DDHC-WBW Chapter 2 Hither Show
Boots of Striding and Springing uncommon Trade Log Show
Notes:

Requires Attunement

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.

Cloak of Many Fashions common DDHC-WBW Chapter 3 Tither Show
Notes:

Cloak of Many Fashions
Wondrous item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

Maul +1 uncommon Purchase Log Show
Wand of Web uncommon DDHC-WBW Chapter 4 Yon Show
Notes:

Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.

Eldritch Staff very_rare DDHC-WBW Chapter 4 Yon Show
Notes:

Eldritch Staff
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Ring of Shooting Stars very_rare DDHC-WBW Chapter 4 Yon Show
Notes:

Ring of Shooting Stars
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 very_rare DDHC-WBW Chapter 4 Yon Show
Notes:

Ornithopter of Flying
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.

Adamantine Plate-Armor uncommon Trade Log Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Woodcutter's Axe rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Woodcutter's Axe
Weapon (greataxe), rare

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.

Winged Boots uncommon DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Winged Boots
Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

Flame Tongue rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Flame Tongue
Weapon (Longsword), rare (requires attunement)

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.

Bracers of Defense rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Bracers of Defense
Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Chime of Opening rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Chime of Opening
Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

9/10

Ring of Feather Falling (Amulet) rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Ring of Feather Falling
Ring, rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Bobbing Lily Pad very_rare DDHC-WBW Chapter 5 Palace of Heart's Desire Show
Notes:

Bobbing Lily Pad
Wondrous item, very rare (requires attunement)

This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.

The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Moon-touched Rapier of the Dark Tongue common Trade Log Show
Notes:

Moon-touched Rapier of the Dark Tongue
Weapon (rapier), 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. The bearer of this weapon can speak and understand Undercommon.

Belt of Fire Giant Strength very_rare Trade Log Show
Notes:

Belt of Fire Giant Strength
Requires Attunement

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Six varieties of this belt exist, corresponding with and having rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.

Fire Giant 25 STR

Auntie Helena’s Wand (Wand of Paralysis) rare CCC-TAROT- 02-03 To Boldly Go Show
Notes:

Auntie Helena’s Wand (Wand of Paralysis)
Wand, rare (requires attunement by a spellcaster)

This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.

Necklace of Prayer Beads rare CCC-BMG-35 ELM2-2 Mists of the Moonsea Show
Notes:

Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)

This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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. 1 Bead of Blessing (aquamarine): Bless 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration 1 Bead of Favor (blue topaz): Greater restoration