Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Dread Helm common DDHC0-DoIP-1 Axeholm DDHC0-DoIP-1 Axeholm Show
Notes:

Dread Helm
Wondrous item, common

While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

Instrument of Illusions (Viol) common DDHC0-DoIP-4 Dragon Barrow DDHC0-DoIP-4 Dragon Barrow Show
Notes:

Instrument of Illusions (Viol)
Wondrous item, common

While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Mystery Key common DDHC0-DoIP-11 Shrine of Savras DDHC0-DoIP-11 Shrine of Savras Show
Notes:

Mystery Key
Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Masquerade Tattoo common WBW-DC-JOQ-03 Giant Serenade WBW-DC-JOQ-03 Giant Serenade Show
Notes:

Masquerade Tattoo
Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

[Tattoo des Jungesellen abschiedes](https://files.d20.io/images/444216698/9v3ohRc-Fn1U7BoSgy9q-w/med.png]

Staff of Birdcalls common DDHC0-DoIP-14 Woodland Manse DDHC0-DoIP-14 Woodland Manse Show
Notes:

Staff of Birdcalls
Staff, weapon, common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

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

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

“Zoe Grimalda” (Talking Doll) common WBW-DC-JOQ-04 Vanishing the Lady WBW-DC-JOQ-04 Vanishing the Lady Show
Notes:

“Zoe Grimalda” (Talking Doll)
Wonderous Item, common (Requires Attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything.

The doll’s name is “Zoe Grimalda” which is a name of great importance in Joquiet and therefore any creature in
possession of this doll has 5 more reputation than normal. This trait only functions while within the domain of delight of Joquiet.

This item was stolen from The Tall Man. If you possess this item while in an adventure taking place in Joquiet, you owe The Tall Man a favor, and he has the right to curse you if you do not comply.

Cloak of Murmuring Feathers (Cloak of Billowing) common DDHC0-DoIP-14 Woodland Manse DDHC0-DoIP-14 Woodland Manse Show
Notes:

Cloak of Murmuring Feathers (Cloak of Billowing)
Wondrous item, common

This black feathered mantle seems to be made from raven plumage woven seamlessly into shadow. The feathers are cool to the touch and never shed. When the air is still, you swear you hear the faint rustle of wings or the echo of distant caws.

As a bonus action, you can cause the cloak to billow and spread as though caught in a sudden gust of wind. Rather than simple fabric movement, the cloak billows in a swirl of spectral raven feathers that momentarily scatter before fading into smoke and shadow.

When the cloak billows, nearby candles and lanterns flicker as if disturbed by unseen wings.

Wand of Pyrotechnics common DDHC0-DoIP-7 - Gnomengarde DDHC0-DoIP-7 - Gnomengarde Show
Notes:

Wand of Pyrotechnics
Wand, common

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.