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7 categories

Items

2565 of 2565 entries · Showing 2451–2500

Wagon

Type

Adventuring Gear

Weight

400

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook p. 157

Value

35

Walloping Arrow

Type

Ammunition

Magic

Yes

Details

common

Weight

0.05

Description

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Xanathar's Guide to Everything p. 139

Walloping Blowgun Needle

Type

Ammunition

Magic

Yes

Details

common

Weight

0.02

Description

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Xanathar's Guide to Everything p. 139

Walloping Bullet

Type

Ammunition

Magic

Yes

Details

common

Weight

0.2

Description

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.

Source: Xanathar's Guide to Everything p. 139

Walloping Crossbow Bolt

Type

Ammunition

Magic

Yes

Details

common

Weight

0.075

Description

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Xanathar's Guide to Everything p. 139

Walloping Sling Bullet

Type

Ammunition

Magic

Yes

Details

common

Weight

0.075

Description

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Xanathar's Guide to Everything p. 139

Wand

Type

Adventuring Gear

Weight

1

Description

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151

Value

10

Wand of Binding

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

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.

Source: Dungeon Master's Guide p. 209

Dice Rolls

1d6+1

Wand of Conducting

Type

Wand

Magic

Yes

Details

common

Weight

1

Description

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

Source: Xanathar's Guide to Everything p. 140

Wand of Enemy Detection

Type

Wand

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding 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 crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide p. 210

Dice Rolls

1d6+1

Wand of Entangle

Type

Wand

Magic

Yes

Details

uncommon (requires attunement by a spellcaster)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) 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.

Source: Tales from the Yawning Portal p. 229

Dice Rolls

1d6+1

Wand of Fear

Type

Wand

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

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.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Source: Dungeon Master's Guide p. 210

Dice Rolls

1d6+1

Wand of Fireballs

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

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

Source: Dungeon Master's Guide p. 210

Dice Rolls

1d6+1

8d6

9d6

10d6

11d6

12d6

13d6

14d6

Wand of Lightning Bolts

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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.

Source: Dungeon Master's Guide p. 211

Dice Rolls

1d6+1

8d6

9d6

10d6

11d6

12d6

13d6

14d6

Wand of Magic Detection

Type

Wand

Magic

Yes

Details

uncommon

Weight

1

Description

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.

Source: Dungeon Master's Guide p. 211

Dice Rolls

1d3

Wand of Magic Missiles

Type

Wand

Magic

Yes

Details

uncommon

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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. 211

Dice Rolls

1d6+1

(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)

Wand of Orcus

Type

Wand

Magic

Yes

Details

artifact (requires attunement)

Weight

4

Description

The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.

Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.

Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.

In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a+3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.

Random Properties: The Wand of Orcus has the following random properties:

• 2 minor beneficial properties

• 1 major beneficial property

• 2 minor detrimental properties

• 1 major detrimental property

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.

Protection: You gain a +3 bonus to Armor Class while holding the wand.

Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4+3 expended charges daily at dawn.

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).

Call Undead: While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.

While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them.

Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Personality: The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.

Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life — no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.

Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus's layer of the Abyss.

Source: Dungeon Master's Guide p. 227

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

ac+3

Category

bonus

Wand of Paralysis

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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. 211

Dice Rolls

1d6+1

Wand of Polymorph

Type

Wand

Magic

Yes

Details

very rare (requires attunement by a Spellcaster)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph 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.

Source: Dungeon Master's Guide p. 211

Dice Rolls

1d6+1

Wand of Pyrotechnics

Type

Wand

Magic

Yes

Details

common

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.

Source: Xanathar's Guide to Everything p. 140

Dice Rolls

1d6+1

Wand of Scowls

Type

Wand

Magic

Yes

Details

common

Weight

1

Description

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 scowl 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 smiles.

Source: Xanathar's Guide to Everything p. 140

Wand of Secrets

Type

Wand

Magic

Yes

Details

uncommon

Weight

1

Description

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.

Source: Dungeon Master's Guide p. 211

Dice Rolls

1d3

Wand of Smiles

Type

Wand

Magic

Yes

Details

common

Weight

1

Description

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.

Source: Xanathar's Guide to Everything p. 140

Wand of the War Mage, +1

Type

Wand

Magic

Yes

Details

uncommon (requires attunement by a Spellcaster)

Weight

1

Description

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Source: Dungeon Master's Guide p. 212

Modifier

spell attack +1

Category

bonus

Wand of the War Mage, +2

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Source: Dungeon Master's Guide p. 212

Modifier

spell attack +2

Category

bonus

Wand of the War Mage, +3

Type

Wand

Magic

Yes

Details

very rare (requires attunement by a Spellcaster)

Weight

1

Description

While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Source: Dungeon Master's Guide p. 212

Modifier

spell attack +3

Category

bonus

Wand of Viscid Globs

Type

Wand

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.

Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.

The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.

A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.

Source: Out of the Abyss p. 223

Dice Rolls

1d6+1

Wand of Web

Type

Wand

Magic

Yes

Details

uncommon (requires attunement by a Spellcaster)

Weight

1

Description

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.

Source: Dungeon Master's Guide p. 212

Dice Rolls

1d6+1

Wand of Winter

Type

Wand

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This wand looks and feels like an icicle. You must be attuned to the want to use it.

The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Source: Hoard of the Dragon Queen p. 94

Dice Rolls

1d6+1

Wand of Wonder

Type

Wand

Magic

Yes

Details

rare (requires attunement by a Spellcaster)

Weight

1

Description

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

d100 | Effect

01-05 | You cast slow.

06- 10 | You cast faerie fire.

11-15 | You are stunned until the start of your next turn, believing something awesome just happened.

16-20 | You cast gust of wind.

21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.

26-30 | You cast stinking cloud.

31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.

37-46 | You cast lightning bolt.

47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.

54-58 | You cast darkness.

59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

63-65 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.

66-69 | You shrink yourself as if you had cast enlarge/ reduce on yourself.

70-79 | You cast fireball.

80-84 | You cast invisibility on yourself.

85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

88-90 | A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.

98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Source: Dungeon Master's Guide p. 212

Dice Rolls

1d6+1

Wand Sheath

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a warforged)

Description

A wand sheath clamps onto your arm and imparts the following benefits:

• The wand sheath can't be removed from you while you're attuned to it.

• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.

• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.

If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.

Source: Eberron: Rising from the Last War p. 279

War Horn Of Valor

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This brass war horn is engraved with the war rune, which glows purple when the horn is blown.

You can blow the horn as a bonus action. When you do, if you have the frightened condition, you immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.

Invoking the Rune. When you blow the horn, you can also invoke the rune, imbuing the horn's deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the start of your next turn.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Source: Bigby Presents: Glory of the Giants p. 117

War Pick

Type

Melee Weapon

Weight

2

Description

Proficiency: martial, war pick

Source: Player's Handbook p. 149

Value

5

Damage

1d8

Damage Type

Piercing

Properties

M

War Pick +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

Proficiency: martial, war pick

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

War Pick +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

You have a +2 bonus to attack and damage rolls made with this weapon.

Proficiency: martial, war pick

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

War Pick +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this weapon.

Proficiency: martial, war pick

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

War Pick Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

Proficiency: martial, war pick

Source: Chains of Asmodeus p. 271

Damage

1d8

Damage Type

Piercing

Properties

M

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

War Pick of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Damage

1d8

Damage Type

Piercing

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

War Pick of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.

Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Damage Type

Piercing

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

War Pick of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

Description

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.

Proficiency: martial, war pick

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Piercing

Properties

M

Warhammer

Type

Melee Weapon

Weight

2

Description

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Player's Handbook p. 149

Value

15

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Warhammer +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Warhammer +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

You have a +2 bonus to attack and damage rolls made with this weapon.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Warhammer +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this weapon.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Warhammer Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Chains of Asmodeus p. 271

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Warhammer of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Warhammer of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.

Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M, V

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Warhammer of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

Description

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.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Dungeon Master's Guide p. 213

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Warhorse

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

400

Warrior's Passkey

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.

Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.

If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form.

Source: The Book of Many Things p. 39