Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
The Soothsinger (Doss Lute - Instrument of the Bards)
uncommon
WBW-DC-JOQ-03 Giant Serenade
WBW-DC-JOQ-03 Giant Serenade
Show
Notes:
The Soothsinger (Doss Lute - Instrument of the Bards)
Wonderous Item, Uncommon (Requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison
This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.
Feywild Shard
uncommon
Wonderous Item, Uncommon (Requires Attunement by a Sorcerer)
WBW-DC-JOQ-04 Vanishing the Lady
Show
Notes:
Feywild Shard
Wonderous Item, Uncommon (Requires Attunement by a
Sorcerer)
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn. This item is found in Tasha’s Cauldron of Everything.
https://files.d20.io/images/444184828/YEEhVbpiuZjGltdmWnBc6g/med.jpg?1749392956
This shard is a portion of the fey power of the dryad Quercus, who gained a great deal of power in the domain of delight of Joquiet under the name of Zoe Grimalda. She forsook this power for a simple life as a tree nymph once again, and this shard represents the last vestige of Zoe Grimalda’s power.
Battleaxe of Warning
uncommon
DDHC0-DoIP-12 - Tower of Storms
DDHC0-DoIP-12 - Tower of Storms
Show
Notes:
Battleaxe of Warning
Weapon (Battleaxe), Uncommon (Requires Attunement)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Rod of the Pact Keeper, +1
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
Trade Log
Show
Notes:
Rod of the Pact Keeper, +1
Rod, uncommon (requires attunement by a warlock)
A thin stone cylinder.
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Immovable Rod
uncommon
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Immovable Rod
Rod, uncommon
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
Boots of Elvenkind
uncommon
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Boots of Elvenkind
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
+1 Shield
uncommon
DDHC0-DoIP-3 Circle of Thunder
DDHC0-DoIP-3 Circle of Thunder
Show
Notes:
+1 Shield
Armor (shield), uncommon
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Kerènarun, the Reaper of Memories (Vicious Halberd)
rare
FR-DC-DoC Death of Cryovain
FR-DC-DoC Death of Cryovain
Show
Notes:
Kerènarun, the Reaper of Memories (Vicious Halberd)
Weapon (Halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Appearance:
https://files.d20.io/images/462961533/zXK9voQDk3CMKJEV_2FfGA/med.png?1762336161
The haft of the Reaper of Memories is carved from polished blackwood veined with silver. Its curved blade is forged from a metal dark and glassy, its edge gleaming with a faint moonlit shimmer. On the blade, one can see faint violet runes, which can be invoked to release the memories within. When invoked, the blade oozes shadow like a liquid that vanishes quickly.
When the Reaper strikes, it leaves behind a faint, black and shadowy fog that quickly disapates. A single raven feather is bound to the weapon’s base with a silver thread that never tarnishes.
At rest, it stands impossibly still, as though the air itself holds its breath.
Minor Property: Songcraft of Memory
Kerènarun hums with a voice of its own — a faint, melodic resonance that shifts with every memory it claims.
It does not sing in words, but in echoes — fragments of forgotten lullabies, shattered vows, whispered names lost to time.
Each time Kerènarunl slays a creature whose memory the wielder touches, the weapon's hum changes.
Sometimes it becomes the tune of a child’s forgotten song, a lover’s final sigh, or the solemn rhythm of a soldier’s last march.
The melody is barely audible to others, but the wielder hears it clearly, as if the blade were remembering in song what the soul can no longer hold.
The sound is not mournful, but hauntingly beautiful — a testament to the lives touched and taken, woven into a symphony of shadows.
Touch:
As you lay your hand upon the haft, the wood feels cold — not the chill of metal, but the quiet cold of a place where sound has never lived. The silver veins beneath your palm pulse once, as though the weapon itself draws breath.
The world dims. Shadows gather and twist, folding in upon themselves until all that remains is a vast expanse of pale snow beneath a black sky. Ravens wheel overhead — silent, countless — and among them, a single feather drifts down to you, glimmering with violet light.
When it touches the blade, you see them — faces you do not know, memories that are not yours — flashing one after another in a storm of light and shadow. Laughter, tears, prayers, screams… then silence. The scythe hums, low and resonant, and a voice like winter whispers through your mind:
“All that is forgotten becomes mine. All that you take, I shall keep.”
The vision fades. You stand once more in the waking world, hand still upon the weapon. The Reaper of Memories is now bound to you, and somewhere deep within its dark glassy blade, you sense a faint echo — a memory of your own that you can no longer recall.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| The Soothsinger (Doss Lute - Instrument of the Bards) | uncommon | WBW-DC-JOQ-03 Giant Serenade | WBW-DC-JOQ-03 Giant Serenade | Show | ||
|
Notes:
The Soothsinger (Doss Lute - Instrument of the Bards) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck. |
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| Feywild Shard | uncommon | Wonderous Item, Uncommon (Requires Attunement by a Sorcerer) | WBW-DC-JOQ-04 Vanishing the Lady | Show | ||
|
Notes:
Feywild Shard This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn. This item is found in Tasha’s Cauldron of Everything. https://files.d20.io/images/444184828/YEEhVbpiuZjGltdmWnBc6g/med.jpg?1749392956 |
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| Battleaxe of Warning | uncommon | DDHC0-DoIP-12 - Tower of Storms | DDHC0-DoIP-12 - Tower of Storms | Show | ||
|
Notes:
Battleaxe of Warning As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. |
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| Rod of the Pact Keeper, +1 | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | Trade Log | Show | ||
|
Notes:
Rod of the Pact Keeper, +1 A thin stone cylinder. While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. |
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| Immovable Rod | uncommon | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
|
Notes:
Immovable Rod This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check. |
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| Boots of Elvenkind | uncommon | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
|
Notes:
Boots of Elvenkind While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. |
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| +1 Shield | uncommon | DDHC0-DoIP-3 Circle of Thunder | DDHC0-DoIP-3 Circle of Thunder | Show | ||
|
Notes:
+1 Shield While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC. |
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| Kerènarun, the Reaper of Memories (Vicious Halberd) | rare | FR-DC-DoC Death of Cryovain | FR-DC-DoC Death of Cryovain | Show | ||
|
Notes:
Kerènarun, the Reaper of Memories (Vicious Halberd) This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Appearance: When the Reaper strikes, it leaves behind a faint, black and shadowy fog that quickly disapates. A single raven feather is bound to the weapon’s base with a silver thread that never tarnishes. At rest, it stands impossibly still, as though the air itself holds its breath. Minor Property: Songcraft of Memory Kerènarun hums with a voice of its own — a faint, melodic resonance that shifts with every memory it claims. It does not sing in words, but in echoes — fragments of forgotten lullabies, shattered vows, whispered names lost to time. Each time Kerènarunl slays a creature whose memory the wielder touches, the weapon's hum changes. Sometimes it becomes the tune of a child’s forgotten song, a lover’s final sigh, or the solemn rhythm of a soldier’s last march. The melody is barely audible to others, but the wielder hears it clearly, as if the blade were remembering in song what the soul can no longer hold. The sound is not mournful, but hauntingly beautiful — a testament to the lives touched and taken, woven into a symphony of shadows. Touch: As you lay your hand upon the haft, the wood feels cold — not the chill of metal, but the quiet cold of a place where sound has never lived. The silver veins beneath your palm pulse once, as though the weapon itself draws breath. The world dims. Shadows gather and twist, folding in upon themselves until all that remains is a vast expanse of pale snow beneath a black sky. Ravens wheel overhead — silent, countless — and among them, a single feather drifts down to you, glimmering with violet light. When it touches the blade, you see them — faces you do not know, memories that are not yours — flashing one after another in a storm of light and shadow. Laughter, tears, prayers, screams… then silence. The scythe hums, low and resonant, and a voice like winter whispers through your mind: “All that is forgotten becomes mine. All that you take, I shall keep.” The vision fades. You stand once more in the waking world, hand still upon the weapon. The Reaper of Memories is now bound to you, and somewhere deep within its dark glassy blade, you sense a faint echo — a memory of your own that you can no longer recall. |
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