Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+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.
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.
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.
Brooch of Shielding
uncommon
CCC-BMG MOON 5-2 Bloodlust Contained
Assignment 2. Season 2025 Version 2
Show
Notes:
Brooch of Shielding
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
This brooch is made out of tarnished silver which no amount of cleaning changes.
It’s in the shape of a stylized crow, its wings spread in a half-circle and its eyes dark purple amethysts.
The pin looks like a broken femur which it holds in its claws.
It’s unnatural cold to touch regardless of the surrounding warmth.
Cloak of Many Fashions
common
DDHC0-DoIP-12 - Tower of Storms
DDHC0-DoIP-12 - Tower of Storms
Show
Notes:
Cloak of Many Fashions
Wondrous item, common
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
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.
Clockwork Amulet
common
DDHC0-DoIP-7 - Gnomengarde
DDHC0-DoIP-7 - Gnomengarde
Show
Notes:
Clockwork Amulet
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
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.
Goggles of Night
uncommon
DDHC0-DoIP-10 Mountain's Toe Gold Mine
DDHC0-DoIP-10 Mountain's Toe Gold Mine
Show
Notes:
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
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.
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.
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]
Mithral Chain Mail
uncommon
DDHC0-DoIP-2 Butterskull Ranch
DDHC0-DoIP-2 Butterskull Ranch
Show
Notes:
Mithral Chain Mail
Chain Mail (heavy), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
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.
Pole of Collapsing
common
DDHC0-DoIP-7 - Gnomengarde
DDHC0-DoIP-7 - Gnomengarde
Show
Notes:
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows.
Ring of Jumping
uncommon
DDHC-KftGV- 03 - Reach for the Stars
DDHC-KftGV- 03 - Reach for the Stars
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
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.
Slippers of Spiderclimb
uncommon
WBW-DC-JOQ-02 Mirror Mirror
WBW-DC-JOQ-02 Mirror Mirror
Show
Notes:
Slippers of Spiderclimb
Wondrous Item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
These slippers are a pair of electric violet pumps with a six-inch stiletto heel. While uncomfortable to wear for long periods, the magic of the item allows you to walk in them unimpeded.
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.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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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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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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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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Brooch of Shielding | uncommon | CCC-BMG MOON 5-2 Bloodlust Contained | Assignment 2. Season 2025 Version 2 | Show | ||
Notes:
Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This brooch is made out of tarnished silver which no amount of cleaning changes. |
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Cloak of Many Fashions | common | DDHC0-DoIP-12 - Tower of Storms | DDHC0-DoIP-12 - Tower of Storms | Show | ||
Notes:
Cloak of Many Fashions While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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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) 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. |
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Clockwork Amulet | common | DDHC0-DoIP-7 - Gnomengarde | DDHC0-DoIP-7 - Gnomengarde | Show | ||
Notes:
Clockwork Amulet This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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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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Goggles of Night | uncommon | DDHC0-DoIP-10 Mountain's Toe Gold Mine | DDHC0-DoIP-10 Mountain's Toe Gold Mine | Show | ||
Notes:
Goggles of Night While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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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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Instrument of Illusions (Viol) | common | DDHC0-DoIP-4 Dragon Barrow | DDHC0-DoIP-4 Dragon Barrow | Show | ||
Notes:
Instrument of Illusions (Viol) 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. |
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Masquerade Tattoo | common | WBW-DC-JOQ-03 Giant Serenade | WBW-DC-JOQ-03 Giant Serenade | Show | ||
Notes:
Masquerade Tattoo 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] |
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Mithral Chain Mail | uncommon | DDHC0-DoIP-2 Butterskull Ranch | DDHC0-DoIP-2 Butterskull Ranch | Show | ||
Notes:
Mithral Chain Mail Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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Mystery Key | common | DDHC0-DoIP-11 Shrine of Savras | DDHC0-DoIP-11 Shrine of Savras | Show | ||
Notes:
Mystery Key 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. |
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Pole of Collapsing | common | DDHC0-DoIP-7 - Gnomengarde | DDHC0-DoIP-7 - Gnomengarde | Show | ||
Notes:
Pole of Collapsing While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. |
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Ring of Jumping | uncommon | DDHC-KftGV- 03 - Reach for the Stars | DDHC-KftGV- 03 - Reach for the Stars | Show | ||
Notes:
Ring of Jumping |
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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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Slippers of Spiderclimb | uncommon | WBW-DC-JOQ-02 Mirror Mirror | WBW-DC-JOQ-02 Mirror Mirror | Show | ||
Notes:
Slippers of Spiderclimb While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. These slippers are a pair of electric violet pumps with a six-inch stiletto heel. While uncomfortable to wear for long periods, the magic of the item allows you to walk in them unimpeded. |
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Staff of Birdcalls | common | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
Notes:
Staff of Birdcalls 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. |
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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. |