Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

+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.

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.

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.

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.

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.

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.