Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+2 Shortsword
rare
DDHC-TYP-6
Service Rewards S12c
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Amulet of Hidden Refuge (Orb of Direction)
common
DC-FR-TFContN-01: The Missing Caravan
DC-FR-TFContN-01: The Missing Caravan
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
This delicate silver chain holds a sphere-like pendant, barely larger than a marble. Its exterior is made of fine, crystal-clear glass, reminiscent of a snow globe. Within the amulet, tiny silver snowflakes dance ceaselessly, swirling as it moves, as if carried by a hidden wind.
At the center of the sphere floats a flawless, six-pointed ice crystal, pulsing with a cool, bluish light. A slender spear, fashioned from frosty ice, pierces the crystal from top to bottom.
A gentle, cold mist emanates from the interior of the pendant, enveloping the glass with a touch of frost that never melts. The crystal itself is not firmly anchored—it constantly rotates slowly toward true north, as if guided by an invisible force.
The amulet serves as a key and guide to „Aelinthal´Asyr“. Those who have taken the oath feel a gentle chill when they touch it—a sign that they have been deemed worthy by the guardians of the hidden village.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Fox Fur Boots (Boots of the Winterlands)
uncommon
DC-FR-TFContN-01: The Missing Caravan
DC-FR-TFContN-01: The Missing Caravan
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
This pair of boots is lined with arctic fox fur. Fine leather laces hold them together. Fur and feather embellishments are incorporated into the collar. The wearer of these boots feels an animal presence warning them of danger. It seems as if a fox spirit is bound to them.
Minor Property: Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Scimitar of Warning
uncommon
Service Rewards S12c
Service Rewards S12c
Show
Notes:
Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Finesse, Light
Mastery: Nick
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.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: 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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+2 Shortsword | rare | DDHC-TYP-6 | Service Rewards S12c | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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Amulet of Hidden Refuge (Orb of Direction) | common | DC-FR-TFContN-01: The Missing Caravan | DC-FR-TFContN-01: The Missing Caravan | Show | ||
Notes:
Wondrous Item, Common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. This delicate silver chain holds a sphere-like pendant, barely larger than a marble. Its exterior is made of fine, crystal-clear glass, reminiscent of a snow globe. Within the amulet, tiny silver snowflakes dance ceaselessly, swirling as it moves, as if carried by a hidden wind. At the center of the sphere floats a flawless, six-pointed ice crystal, pulsing with a cool, bluish light. A slender spear, fashioned from frosty ice, pierces the crystal from top to bottom. A gentle, cold mist emanates from the interior of the pendant, enveloping the glass with a touch of frost that never melts. The crystal itself is not firmly anchored—it constantly rotates slowly toward true north, as if guided by an invisible force. The amulet serves as a key and guide to „Aelinthal´Asyr“. Those who have taken the oath feel a gentle chill when they touch it—a sign that they have been deemed worthy by the guardians of the hidden village. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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Fox Fur Boots (Boots of the Winterlands) | uncommon | DC-FR-TFContN-01: The Missing Caravan | DC-FR-TFContN-01: The Missing Caravan | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow. This pair of boots is lined with arctic fox fur. Fine leather laces hold them together. Fur and feather embellishments are incorporated into the collar. The wearer of these boots feels an animal presence warning them of danger. It seems as if a fox spirit is bound to them. Minor Property: Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
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Scimitar of Warning | uncommon | Service Rewards S12c | Service Rewards S12c | Show | ||
Notes:
Weapon, uncommon (requires attunement) 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. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: 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. |