Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Shadowfell Brand Tattoo rare FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Gebündelter Splitter aus purem Schatten, gebündelt aus der Macht des Shadowfell.

This needle is made of black crystal. When it touches the skin, black veins begin to flow across it, forming blurred images of monks battling creatures so grotesque they are barely recognizable.
Minor Property Guardian: The monks whisper warnings to the wearer when danger is imminent.

Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Ring of Warmth uncommon CCC-WWC-05 Tyrant of Orcs Show
Notes:

Ring, Uncommon (Requires Attunement)

If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.

In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

Potion of Water Breathing uncommon CCC-WWC-02 Dark Waters of Hate Show
Notes:

Potion, Uncommon

You can breathe underwater for 24 hours after drinking this potion.

This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Potion of Superior Healing common CCC-QCC2018-01 Of Gods and Monsters Show
Potion of Invulnerability rare CCC-WWC-05 Tyrant of Orcs / CCC-WWC-06 The Fear of Fiends Show
Notes:

Potion of Invulnerability

Potion, Rare

For 1 minute after you drink this potion, you have Resistance to all damage.

This potion’s syrupy liquid looks like liquefied iron.

Potion of Heroism rare FR-DC-TOB-07 The Icy Hand of Hate Show
Notes:

Potion of Heroism
Potion, Rare

When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).

This potion’s blue liquid bubbles and steams as if boiling.

Potion of Healing common CCC-WWC-01 In the Face of Fear Show
Notes:

Healing Common 2d4 + 2

Potion of Healing common Show
Notes:

2d4+2

Potion of Greater Healing common FR-DC-TOB-07 The Icy Hand of Hate Show
Potion of Greater Healing common FR-DC-TOB-07 The Icy Hand of Hate Show
Notes:

4d4+4

Potion of Greater Healing common CCC-WWC-05 Tyrant of Orcs / CCC-WWC-06 The Fear of Fiends Show
Notes:

Greater healing Uncommon 4d4 + 4

Potion of Greater Healing common FR-DC-TOB-06 The Fear of Fiends Show
Pole of Angling common DDEP10-01 Terror in Ten-Towns Show
Notes:

Wondrous item, common

This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it.

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher.

Nine Lives Stealer Scimitar (+2) very_rare CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Nine Lives Stealer Scimitar
Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Bonus: Magic, Damage, Combat, Finesse, Light, Nick

Maul +1 common LVL 5 Reward Show
Healing Potion common DDEP10-01 Terror in Ten-Towns Show
Notes:

Did not use every single Healing Potion provided in the Epic, therefore, every member in the group earns 1 Healing Potion

Downtime Activities common CCC-WWC-01 In the Face of Fear Show
Notes:

Downtime Activities

This downtime activity is available to characters with the Courage in the Face of Fear, Mercy for the Merfolk King, or Worthy Sacrifice story awards.

Priestess Malana Homwell is always on the lookout for those who exhibit the qualities of Torm. Your extraordinary virtuousness has caught her eye, and she offers to teach you the beliefs of Torm. You may spend 5 downtime days to study at the Helping Hand temple. When your instruction ends, you earn the Inspired by Torm story award below.

Inspired by Torm. The teachings of Torm have shown you a better way to live your life. While you may not worship the deity directly, you have come to appreciate Torm’s commitment to duty, loyalty, and courage, and you do your best to incorporate these qualities into you own life. While this story award may have benefits in future adventures involving the Tenets of Bane, it is intended primarily for roleplaying purposes.

Cloak of Protection uncommon CCC-WWC-04 The Black Hand Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

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Cloak of Displacement rare DDHC-KftGV-07 Axe from the Grave Show
Notes:

Cloak of Displacement
Source: Dungeon Master's Guide

Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Charlatan's Die common DDEP10-01 Terror in Ten-Towns Show
Notes:

Wondrous item, common (requires attunement)

This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.

Whenever you roll this six-sided die, you can control which number it rolls.

While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.