Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Potion of Healing common Show
Notes:

2d4+2

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.

Maul +1 common LVL 5 Reward Show
Story Award common CCC-WWC-01 In the Face of Fear Show
Notes:

Courage in the Face of Fear. You displayed tremendous courage while retrieving the Tenet of Fear from its hiding place deep within the wilds of Thar. Malana Homwell has noted your bravery and is impressed by your actions.

Story Award Torm’s Honor. You fought with honor and defeated the orc leader, Mace the Dreadful, sparing his life. In addition, you managed to retrieve the Tenet of Tyranny and deliver it to Malana Homwell. The priestess is impressed by your dedication to Torm’s ways. common CCC-WWC-05 Tyrant of Orcs / CCC-WWC-06 The Fear of Fiends Show
Notes:

Story Award Torm’s Honor. You fought with honor and defeated the orc leader, Mace the Dreadful, sparing his life. In addition, you managed to retrieve the Tenet of Tyranny and deliver it to Malana Homwell. The priestess is impressed by your dedication to Torm’s ways.

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

Bracers of Archery uncommon DDEP10-01 Terror in Ten-Towns Show
Notes:

Wondrous item, uncommon (requires attunement)

These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Chardalyn Earring uncommon DDEP10-01 Terror in Ten-Towns Show
Notes:

Chardalyn Earring (Headband of Intellect)

Wondrous item, uncommon (requires attunement)

This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.

Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.

Brooch of Shielding uncommon DDAL05-03 Uninvited Guests Show
Notes:

Brooch of Shielding Uncommon
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 item can be found in
the Dungeon Master’s Guide.
This brooch is fashioned from a tiny leaf inlaid in
gold and silver. While the leaf is not alive, it changes
color depending on the season as if it were.

Wand of Magic Missile uncommon CCC-WWC-01 In the Face of Fear Show
Notes:

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.

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.

Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate Show
Notes:

Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

Bag of Holding uncommon Show
Notes:

Wondrous Item, Uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

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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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.

2x Potion of Greater Healing uncommon FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Potion of Greater Healing
Potion, Uncommon

You regain 4d4 + 4 Hit Points when you drink this potion.

Whatever its potency, the potion’s red liquid glimmers when agitated.

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.

Sun Blade rare FR-DC-TOB-07 The Icy Hand of Hate Show
Notes:

Sun Blade
Melee weapon (martial, longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Damage: 1d8+2 (1d10+2)
Damage Type: Radiant
Properties: Finesse, Versatile
Secondary Damage: 1d8
Secondary Damage Type: Radiant
Weight: 3

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.

Spellscroll of Raise Dead rare FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Scroll, Rare

A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.

If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as shown in the following table.
Spell Level Save DC Attack Bonus
5 17 +9

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
Raise Dead

Level 5 Necromancy (Bard, Cleric, Paladin)

Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.

The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.