Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

Verschließbares Medaillon Continual Flame common CCC-WWC-02 Dark Waters of Hate Show
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.

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

Story Award Touched by Torm common FR-DC-TOB-07 The Icy Hand of Hate Show
Notes:

Touched by Torm. Your dedication to Torm’s ways has impressed Malana Homwell and others in the church of Torm. As a result, you are invited for an intense period of study, prayer, and reflection at the Temple of Torm’s Coming in Tantras. If you choose to attend, you emerged with a deep connection to Torm and his beliefs. You feel as though the deity has touched your very being, but what this means for your future is still unclear.

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.

Story Award Torm's Duty common FR-DC-TOB-07 The Icy Hand of Hate Show
Notes:

Torm’s Duty. You dutifully returned High Cleric Gregon Ord and the Tenet of Hate to Malana Homwell. The priestess is impressed by your dedication to Torm’s ways.

Story Award Torms Compassion common FR-DC-TOB-06 The Fear of Fiends Show
Notes:

You showed compassion by not sacrificing any humanoids when closing the portal to the Abyss. In addition, you managed to retrieve the Tenet of Fear and deliver it to Malana Homwell. The priestess is impressed by your dedication to Torm’s ways.

Story Award: Mercy for the Merfolk King common CCC-WWC-02 Dark Waters of Hate Show
Notes:

Mercy for the Merfolk King. You displayed kindness by helping King Garnon’s spirit find eternal rest. Malana Homwell has noted your compassion and is impressed by your actions.

Story Award Inspired by Torm common Show
Notes:

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.

Story Award:Divine Spark. common FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Story Award: Divine Spark
You slew a manifestation of Bane’s power in a demi-plane created by the deity. When your spirit returned to your physical form, a miniscule portion of deific power went with it. In times of great anger or duress, your eyes now glow with divine radiance. The color of the luminance is up to you.

Story Award common CCC-WWC-02 Dark Waters of Hate 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.

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 common Show
Notes:

Worthy Sacrifice. You willingly sacrificed yourself to achieve your goal and protect your companions. Malana Homwell has learned of your deed and is impressed by your actions.

Spellscroll of Silence common FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Silence

Level 2 Illusion (Bard, Cleric, Ranger)

Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Spell Level Save DC Attack Bonus
2 13 +5

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.

Spellscroll of Feather Fall common FR-DC-TOB-06 The Fear of Fiends Show
Notes:

Level 1 Transmutation (Bard, Sorcerer, Wizard)

Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

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.