TexasXtreme's 5E SRD
Magic Items W
Table of Contents
- 1. W
- 1.1. Wand of Binding
- 1.2. Wand of Enemy Detection
- 1.3. Wand of Fear
- 1.4. Wand of Fireballs
- 1.5. Wand of Lightning Bolts
- 1.6. Wand of Magic Detection
- 1.7. Wand of Magic Missiles
- 1.8. Wand of Paralysis
- 1.9. Wand of Polymorph
- 1.10. Wand of Secrets
- 1.11. Wand of the War Mage, +1, +2, or +3
- 1.12. Wand of Web
- 1.13. Wand of Wonder
- 1.14. Weapon, +1, +2, or +3
- 1.15. Well of Many Worlds
- 1.16. Wind Fan
- 1.17. Winged Boots
- 1.18. Wings of Flying
1 W
1.1 Wand of Binding
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
1.2 Wand of Enemy Detection
Wand, rare (requires attunement)
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.
1.3 Wand of Fear
Wand, rare (requires attunement)
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’t 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 prevents 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.
1.4 Wand of Fireballs
Wand, rare (requires attunement by a spellcaster)
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.
1.5 Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
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.
1.6 Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
1.7 Wand of Magic Missiles
Wand, uncommon
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.
1.8 Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to 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.
1.9 Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the 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.
1.10 Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
1.11 Wand of the War Mage, +1, +2, or +3
Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
1.12 Wand of Web
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
1.13 Wand of Wonder
Wand, rare (requires attunement by a spellcaster)
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 GM 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 uner your control and acts as it normlaly would. Roll a d100 to determine which animal appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. |
37–46 | You cast lightning bolt. |
47–49 | A cloud of 600 oversized butterflies fills a 30' 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' 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 GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120' of the target, and no larger than 10' 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 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30' long and 5' 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' 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 choose 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 unitl the target is freed by the greater restoration spell or similar magic. |
1.14 Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
1.15 Well of Many Worlds
Wondrous item, legendary
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 GM 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.
1.16 Wind Fan
Wondrous item, uncommon
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.
1.17 Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
1.18 Wings of Flying
Wondrous item, rare (requires attunement)
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.