Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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]
“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 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.
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.
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.
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.
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.
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.
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.
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.
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.
+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.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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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. |
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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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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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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. |
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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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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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“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. |
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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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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. |
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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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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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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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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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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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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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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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+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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Ring of Jumping | uncommon | DDHC-KftGV- 03 - Reach for the Stars | DDHC-KftGV- 03 - Reach for the Stars | Show | ||
Notes:
Ring of Jumping |