Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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
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.
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.
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 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.
Bracers of Defense
rare
Trade Log
Show
Notes:
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
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
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. 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. Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour 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. |
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| Sun Blade | rare | FR-DC-TOB-07 The Icy Hand of Hate | Show | |||
|
Notes:
Sun Blade 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) |
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| Cloak of Displacement | rare | DDHC-KftGV-07 Axe from the Grave | Show | |||
|
Notes:
Cloak of Displacement 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. |
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| 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. 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. |
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| Potion of Heroism | rare | FR-DC-TOB-07 The Icy Hand of Hate | Show | |||
|
Notes:
Potion of Heroism 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. |
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| 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. |
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| Bracers of Defense | rare | Trade Log | Show | |||
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Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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| Nine Lives Stealer Scimitar (+2) | very_rare | CCC-QCC2018-01 Of Gods and Monsters | Show | |||
|
Notes:
Nine Lives Stealer Scimitar 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 |
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