Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
“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.
Wand of Secrets
common
DDHC0-DoIP-12 - Tower of Storms
DDHC0-DoIP-12 - Tower of Storms
Show
Notes:
Wand of Secrets
Wand, uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
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.
Wand of Magic Missiles
uncommon
DDHC-KftGV- 03 - Reach for the Stars
DDHC-KftGV- 03 - Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Veteran´s Cane
common
WBW-DC-JOQ-02 Mirror Mirror
WBW-DC-JOQ-02 Mirror Mirror
Show
Notes:
Veteran´s Cane
Wondrous Item, Common
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Due to additional enchantment by the guild master of the Guild of Naming, once the sword is drawn from the cane, a spectacular display of harmless smoke and pyrotechnics will erupt from the item.
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.
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.
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.
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.
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.
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.
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.
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.
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]
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.
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.
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.
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.
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.
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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| “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) 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 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. |
||||||
| Wand of Secrets | common | DDHC0-DoIP-12 - Tower of Storms | DDHC0-DoIP-12 - Tower of Storms | Show | ||
|
Notes:
Wand of Secrets This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you. |
||||||
| Wand of Pyrotechnics | common | DDHC0-DoIP-7 - Gnomengarde | DDHC0-DoIP-7 - Gnomengarde | Show | ||
|
Notes:
Wand of Pyrotechnics 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. |
||||||
| Wand of Magic Missiles | uncommon | DDHC-KftGV- 03 - Reach for the Stars | DDHC-KftGV- 03 - Reach for the Stars | Show | ||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
||||||
| Veteran´s Cane | common | WBW-DC-JOQ-02 Mirror Mirror | WBW-DC-JOQ-02 Mirror Mirror | Show | ||
|
Notes:
Veteran´s Cane Due to additional enchantment by the guild master of the Guild of Naming, once the sword is drawn from the cane, a spectacular display of harmless smoke and pyrotechnics will erupt from the item. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| Ring of Jumping | uncommon | DDHC-KftGV- 03 - Reach for the Stars | DDHC-KftGV- 03 - Reach for the Stars | Show | ||
|
Notes:
Ring of Jumping |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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] |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| Gauntlets of Ogre Power | uncommon | DDHC0-DoIP-1 Axeholm | DDHC0-DoIP-1 Axeholm | Show | ||
|
Notes:
Gauntlets of Ogre Power 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. |
||||||
| 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 |
||||||