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.

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.

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.

Gauntlets of Ogre Power uncommon DDHC0-DoIP-1 Axeholm DDHC0-DoIP-1 Axeholm Show
Notes:

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

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.

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.

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.