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.

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.

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.

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.

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]

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.

“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.

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.

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.

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.

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.