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7 categories

Items

2565 of 2565 entries · Showing 2501–2550

Warship

Type

Adventuring Gear

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

25000

Wasp Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Wasp ships are lightweight wooden vessels capable of landing safely on the ground, but not on water. They appeal to adventurers because they're affordable and don't require a large crew. Pirates like them because they're swift. Aristocrats are fond of using them as flying yachts because the ship's cargo hold can be easily converted into posh living quarters.

The ship's raised back provides high ground for a weapon emplacement, which is typically equipped with a ballista.

Size: Large Vehicle (80 ft. by 20 ft.)

Armor Class: 15 (wood)

Hit Points: 250

Damage Threshold: 15

Speed: flying speed 50 ft. (5 1/2 mph)

Cost: 20000 gp

Keel/Beam: 80 ft. / 20 ft.

Crew: 5

Cargo: 10 tons

Ballista

Armor Class 15

Hit Points 50

Cost 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 56

Watchful Helm

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

Source: Candlekeep Mysteries p. 183

Modifier

ac +1

Category

bonus

Waterskin

Type

Adventuring Gear

Weight

5

Description

A waterskin can hold up to 4 pints of liquid.

Source: Player's Handbook p. 153

Value

0.2

Wave

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement by a creature that worships a god of the sea)

Weight

4

Description

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to

further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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, trident

Source: Dungeon Master's Guide p. 218

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Wayfarer's Boots

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes. As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn.

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

Waythe

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.

Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greatsword

Source: Tales from the Yawning Portal p. 229

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Weaver's Tools

Type

Adventuring Gear

Weight

5

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Components: Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair: As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Source: Player's Handbook p. 154

Value

1

Weird Tank

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.

You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.

If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.

The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.

Source: Princes of the Apocalypse p. 223

Well of Many Worlds

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.

Source: Dungeon Master's Guide p. 213

Dice Rolls

1d8

Wheel of Stars

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.

Portent of the Stars. As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.

Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.

Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Source: Acquisitions Incorporated p. 222

Modifier

wisdom saving throw +1

Category

saving throw

Wheel Of Wind And Water

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.

Source: Eberron: Rising from the Last War p. 230

Whelm

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement by a dwarf)

Weight

2

Description

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can't be used again until the next dawn.

Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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. 218

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V, T

Range

20/60

Whetstone

Type

Adventuring Gear

Weight

1

Description

Source: Player's Handbook p. 150

Value

0.01

Whip

Type

Melee Weapon

Weight

3

Description

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Player's Handbook p. 149

Value

2

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Whip +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Whip +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Whip +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

3

Description

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Whip Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

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.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Chains of Asmodeus p. 271

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Whip of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Properties

F,R

Damage

1d4

Damage Type

Slashing

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

Whip of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

3

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

1d4

Damage Type

Slashing

Properties

M, F, R

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Whip of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

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.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Whisper

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

1

Description

Forged with a mercurial metal accidentally drawn from the Realms Beyond, this dagger shimmers with an unsettling sourceless light. It was once wielded by Vax'ildan, a legendary champion of the Matron of Ravens. Two raven feathers are linked to its pommel as a memento of its former bearer.

Dormant

While Whisper is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon.

Additionally, when you score a critical hit with this dagger, the target must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours.

Awakened

When Whisper reaches an awakened state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this dagger, the target takes an extra 1d6 psychic damage.

• The DC to resist being frightened from a critical hit increases to 15.

Exalted

When Whisper reaches an exalted state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +3, and the extra psychic damage it deals increases to 1d8.

• The DC to resist being frightened from a critical hit increases to 17.

• When this dagger is used to make a ranged attack, you can choose to transform into shadow and merge with the blade as part of the action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the dagger lands (typically within 1d6 × 5 feet of the target). In either case, you appear with the dagger in your hand.

Proficiency: simple, dagger

Source: Tal'Dorei Campaign Setting: Reborn p. 211

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

White Dragon Mask

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.

Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.

Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.

Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.

Source: Rise of Tiamat Online Supplement p. 4

White Dragon Scale Mail

Type

Medium Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

45

Description

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 165

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

White Ghost Orchid Seed

Type

Adventuring Gear

Description

Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign death. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell.

More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the resurrection spell. A white ghost orchid seed has no effect if consumed.

Source: Journeys through the Radiant Citadel p. 212

Wildspace Orrery

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 23

Will of the Talon

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

2

Value

5.0

Damage

1d8

Damage Type

Piercing

Description

Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.

Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.

Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.

Dormant: The war pick grants the following benefits in its dormant state:

• You can speak, read, and write Draconic and Infernal.

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

• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.

• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one.

When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.

Damage Type | Area | Saving Throw

Acid | 5 ft. wide, 30 ft. long line | Dexterity

Cold | 15 ft. cone | Constitution

Fire | 15 ft. cone | Dexterity

Lightning | 5 ft. wide, 30 ft. long line | Dexterity

Poison | 15 ft. cone | Constitution

Awakened: When the war pick reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.

• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one.

• The saving throw DC for the war pick's Frightful Presence property increases to 15.

• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.

Exalted: When the war pick reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.

• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one.

• The saving throw DC for the war pick's Frightful Presence property increases to 17.

Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Source: Explorer's Guide to Wildemount p. 279

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

3d6

4d6

5d6

Willowshade Oil

Type

Potion

Value

0.3

Description

A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.

Source: Explorer's Guide to Wildemount p. 70

Wind Fan

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Source: Dungeon Master's Guide p. 213

Windvane

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.

You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.

Air Mastery: You gain the following benefits while you hold Windvane:

• You can speak Auran fluently.

• You have resistance to lightning damage.

• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.

Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.

Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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: simple, spear

Source: Princes of the Apocalypse p. 224

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Dice Rolls

1d6

Winged Ammunition

Type

Ammunition

Magic

Yes

Details

uncommon

Description

Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn't impose disadvantage on ranged weapon attack rolls made with this ammunition.

Source: The Book of Many Things p. 69

Winged Boots

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

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.

Source: Dungeon Master's Guide p. 214

Wings of Flying

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Source: Dungeon Master's Guide p. 214

Dice Rolls

1d12

Wingwear

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.

The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.

Source: Princes of the Apocalypse p. 223

Witchlight Vane

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Mister Light or His Handpicked Successor)

Weight

4

Description

This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.

Magic Weapon. In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.

Sense Mood. While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.

The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.

Sentience. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.

Additional Properties. The vane has the following additional properties:

• The creature holding the vane has vulnerability to lightning damage.

• The creature attuned to the vane can't be blinded, deafened, petrified, or stunned.

• While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane's polymorph spell is cast, roll a d8; on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.

Source: The Wild Beyond the Witchlight p. 27

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Witchlight Watch

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Mister Witch or His Handpicked Successor)

Description

This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch's owner to track the passage of time.

Carnival Setup and Takedown. The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed.

Additional Properties. The pocket watch has the following additional properties:

• While carrying the watch, the creature attuned to it can cast the fire bolt, invisibility, or message spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.

• The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.

• The creature attuned to the watch must eat and drink eight times the normal amount each day.

Source: The Wild Beyond the Witchlight p. 25

Witherbloom Primer

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a spellcaster)

Value

300

Description

The Witherbloom Primer is a magic textbook created at Strixhaven's Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Source: Strixhaven: A Curriculum of Chaos p. 39

Dice Rolls

1d3

1d4

Woodcarver's Tools

Type

Adventuring Gear

Weight

5

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Components: Woodcarver's tools consist of a knife, a gouge, and a small saw.

Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair: As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

Source: Player's Handbook p. 154

Value

1

Woodcutter's Axe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

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.

Source: The Wild Beyond the Witchlight p. 214

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Wooden Staff

Type

Adventuring Gear

Weight

4

Description

A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151

Value

5

Wraps of Dyamak

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a monk)

Description

Created and wielded by the ancient warrior-monk Dyamak, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin. The current resting place of the wraps is unknown.

Dormant

When the Wraps of Dyamak are in a dormant state, you gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them. In addition, when you finish a short or long rest, you gain a number of temporary hit points equal to your total number of ki points.

Awakened

When the Wraps of Dyamak reach an awakened state, they gain the following properties:

• The bonus to attack and damage rolls with your unarmed strike increases to +2.

• You can cast the misty step spell from the wraps as a bonus action, vanishing in a cloud of crimson mist. This property of the wraps can't be used again until you finish a short or long rest, or until you score a critical hit with an unarmed strike against a hostile creature.

Exalted

When the Wraps of Dyamak reach an exalted state, they gain the following properties:

• The bonus to attack and damage rolls with your unarmed strike increases to +3.

• When you hit with an unarmed strike, you can choose to make the attack a ravenous strike. The target takes an extra 6d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. This property of the wraps can't be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature.

Source: Tal'Dorei Campaign Setting: Reborn p. 212

Wreath of the Prism

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement

Description

This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.

Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.

When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.

Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:

• You can affect creatures of challenge rating 10 or lower with the wreath.

• The save DC of the wreath's spell increases to 15.

Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:

• You can affect creatures of challenge rating 15 or lower with the wreath.

• The save DC of the wreath's spell increases to 17.

Source: Explorer's Guide to Wildemount p. 274

Wrought-Iron Tower

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

2

Description

Constructed from the same materials as his tower, Dispater's Wrought-Iron Tower is a powerful weapon that marks his rule over Dis. It embodies his ideals, representing defense, authority, and power. Its construction changes hourly, similar to the tower, appearing as either iron, steel, lead, or adamantine.

The Wrought-Iron Tower is a magic staff that functions as a warhammer and you have a +3 bonus to attack and damage rolls made with it. If a creature is vulnerable to a certain type of damage, all damage dealt with the staff is converted to that damage type. When you hit a good aligned creature with it, that creature takes an extra 3d6 fire damage.

While holding the staff, you can control and navigate through the Iron Tower in Dis. While the staff is on the layer of Dis, Dispater knows the exact location of it, and is capable of teleporting to within 30 feet of it at will.

Random Properties. The Wrought-Iron Tower has the following random properties:

• 2 minor beneficial properties.

The Best Offense. While attuned to the staff, you have a +2 bonus to AC and a +2 bonus to all saving throws.

Additionally, the staff has 10 charges. When you make an attack, you may spend 1 or more charges. For each charge spent, you deal an additional 2 fire damage on a successful attack. Charges are still consumed if the attack misses. The staff regains all charges each day at dawn.

After dealing damage with the staff, you may use a bonus action and expend 1 charge to replace the damage dealt with your total AC instead.

Rulership. The Wrought-Iron Tower also functions as a Rod of Rulership, with an increased save DC of 18. This property costs 3 charges to use, though a creature that successfully saves against one of its uses is immune to future uses for 24 hours.

Slag. You can cast Searing Smite at 6th level on yourself, expending 1 charge. Instead of doing fire damage, you may have Searing Smite inflict acid damage. The spell requires no concentration and lasts for 1 minute.

Destroying the Staff. The Wrought-Iron Tower can only be destroyed inside the Iron Tower on Dis. Located somewhere within the tower is the forge that Dispater used to create the staff. An attuned creature must place the staff into the forge fires, then cast Dispel Evil and Good and touch the staff. They then take 20d10 fire damage, which ignores resistance and immunities. If the attuned creature survives the fire damage, the staff is destroyed.

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. 276

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

ac +2

Category

bonus

saving throws +2

Category

bonus

Wyllow's Staff of Flowers

Type

Staff

Magic

Yes

Weight

4

Details

common (requires attunement)

Description

While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of it, or from the staff itself. Unless a specific kind of flower is chosen, the staff creates a mild-scented daisy. Wyllow's staff is peculiar in that it can't create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever.

Source: Waterdeep: Dungeon of the Mad Mage p. 74

Wyrmreaver Gauntlets

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.

While you are wearing these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest.

Invoking the Runes. As a bonus action, you can invoke the gauntlets' runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss.

The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.

Once the runes have been invoked, they can't be invoked again until the next dawn.

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

Wyrmskull Throne

Type

Wondrous Item

Magic

Yes

Details

artifact

Description

Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne's powers are activated.

After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership.

Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.

Any creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master.

Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne's properties, which are as follows:

• The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges.

• Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges.

• As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls.

• As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne.

• As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks.

Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.

Source: Storm King's Thunder p. 239

Xorian Marble Orb of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

3

Description

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Xorian Wenge Rod

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

2

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Xorian wenge rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Xorian Wenge Staff

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

4

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Xorian wenge staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage.

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: simple, quarterstaff

Source: Wayfinder's Guide to Eberron Chapter 5