Z'rahk — Magic Items

Cleric 12 · Tempest Domain · The Lightbringers · CY 596

Click any item name to jump to its full description below.  ·  Costs based on DMG rarity tiers.  ·  = Attunement required  ·  Die type in parentheses = roll when found to determine current charges.
Rarity Common Uncommon ~101–500 gp Rare ~501–5,000 gp Very Rare ~5,001–50,000 gp Legendary Custom / Homebrew
⚡ Slot Equipment — Worn & Equipped
Slot Item(s) Att. Rarity Notes
Head Circlet of Defiance Rare Advantage vs charm/frighten · reaction to reroll save once/SR
Neck


Rare Armament: summon weapon · Resistance: +1d4 save · Climbing: climb speed · Everloyal: yuan-ti bane
Body Plate Mail of Free Action Very Rare Full plate AC 18 · immune paralysis/restrain · unhindered movement
Shield +1 Shield (Kord Emblem) Uncommon +1 AC · thunder damage 1/day · Kord holy symbol
Bracers Silver Bracers of the Fey Rare Fey ancestry bonuses · resist charm · see description
Gloves Gauntlets of Spectral Grasp Rare See Border Ethereal 30 ft · touch ethereal creatures · pull from Ethereal 1/day
Belt Belt of Striking Uncommon +1 to weapon attack/damage rolls
Cloak

Very Rare Misty Step 60 ft · Dimension Door 1/day · Fly d6 charges
Ring #1 Ring of Spell Storing Rare Store up to 5 spell levels; cast stored spells
Ring #2 Ring of Evasion Rare Reaction: Dodge for 1 round (d4 charges)
Ring #3 Greater Fanged Ring Rare +4d6 poison on any hit (2/day, d6 charges)
Ring #4 Mongoose Ring Uncommon +1 spell atk/DC vs serpents & yuan-ti (ring version)
Boots Boots of Thundering Step Rare Thunder damage on movement · bonus speed; see description

Items marked ✦ require attunement. Max 3 attuned slots standard 5e.

⚡ Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Circlet of Defiance Rare ~3,000 gp 1/SR 1 Adv. vs charm/frighten · reaction: reroll failed save 1/SR
Amulet of Armament Rare ~3,000 gp 1 Bonus action: summon/dismiss bonded weapon
Amulet of Resistance Uncommon ~500 gp d4 1 Reaction on failed save: +1d4 to the roll
Amulet of Climbing Uncommon ~400 gp d6 1 Climb speed = walk speed; adv. Athletics (climbing) · d6 charges
Amulet of the Everloyal Army Rare ~3,000 gp 1 Adv. vs yuan-ti charms · temp HP on yuan-ti kill · regrow obsidian blade
Plate Mail of Free Action Very Rare ~15,000 gp 1 AC 18 · immune paralysis, restrain, reduce speed · move through difficult terrain freely
+1 Shield (Kord Emblem) Uncommon ~500 gp 1/day 1 +1 AC (AC 19 total) · 1/day: thunder dmg burst · holy symbol of Kord
Silver Bracers of the Fey Rare ~4,000 gp 1 Fey ancestry · resist charm · Misty Step 1/SR · see description
Gauntlets of Spectral Grasp Rare ~4,000 gp 1/day 1 See Border Ethereal 30 ft · touch ethereal creatures · pull from Ethereal 1/day
Belt of Striking Uncommon ~500 gp 1 +1 to weapon attack rolls and damage rolls
Cloak of Misty Step (60 ft) Rare ~4,000 gp 1 Cast Misty Step (60 ft range) as bonus action at will
Mountebank Cloak Rare ~3,000 gp 1/day 1 Cast Dimension Door (500 ft) 1/day
Cloak — Fly Enhancement Rare ~2,000 gp d6 1 Cast Fly (self, 60 ft speed) per charge from cloak · d6 charges
Ring of Spell Storing Rare ~5,000 gp up to 5 levels 1 Store up to 5 levels of spells cast into ring; cast stored spells using ring
Ring of Evasion Rare ~5,000 gp d4 1 Reaction: Dodge for 1 round (d4 charges)
Greater Fanged Ring Rare ~2,000 gp d6 1 +4d6 poison on any hit (2/day max, 1/turn)
Mongoose Ring Uncommon ~300 gp 1 +1 spell atk / DC vs serpents & yuan-ti
Boots of Thundering Step Rare ~3,000 gp 1 +10 ft speed · thunder on movement option; see description
⚔ Magic Weapons
Item Rarity Est. Cost Charges Qty Notes
Battleaxe of Baghtru Rare ~3,000 gp 1/day 1 Magical axe · double damage 1/day (1 use for non-orcs)
Dark Deliverance Rare ~4,000 gp 1 Magical weapon; shadowy necrotic element; see description
Vampiric Greataxe +1 Rare ~5,000 gp 1 +1 · crit: +2d6 necrotic, regain that many HP (not undead/construct)
Lesser Planar Blade Uncommon ~500 gp 1 Vicious dagger · attacks Border Ethereal creatures · magical
Mongoose Blade Uncommon ~500 gp 1 +1 to hit/dmg vs serpents & yuan-ti · adv. attack vs them
Obsidian Glaive Rare ~2,000 gp 1 Obsidian weapon · vicious but brittle (regrows at dawn)
✦ Miscellaneous Magic Items
Item Rarity Est. Cost Charges Qty Notes
Silver Allosaurus Rare ~5,000 gp 1/7 days 1 Figurine: allosaurus for up to 8 hrs · powerful combat mount
Prism of Storing Rare ~3,000 gp 1 Store one spell (up to 5th level) for later release
Pearl of Power (1st level) Uncommon ~500 gp 1/dawn 1 Recover one expended 1st level spell slot 1/dawn
Handy Haversack Rare ~2,000 gp 1 Three extradimensional pockets · always retrieves desired item
Mongoose Wand Uncommon ~200 gp 1 +1 spell atk / DC vs serpents & yuan-ti
Moon Vials Uncommon ~100 gp ea. single use ×8 Contain moonlight-charged water for use as spell components or light sources
Bone Box Uncommon ~400 gp d4 1 Store a corpse in extradimensional stasis (d4 charges)
⚗ Potions & Consumables
Item Rarity Est. Cost Charges Qty Notes
Potion of Healing Common ~50 gp single use d4×3 + d6×2 Heal 2d4+2 hp · 3 at d4 qty, 2 at d6 qty
Potion of Greater Healing Uncommon ~150 gp single use d4 ×2 Heal 4d4+4 hp
Potion of Superior Healing Rare ~450 gp single use d4 Heal 8d4+8 hp
Potion of Regeneration Rare ~1,500 gp single use d4 Recover 3 hp/turn · up to 10 min · d6 each tick → 1 ends
Potion of Mana Uncommon ~300 gp single use d4 ×2 Recover one 1st level spell slot · max 1/SR or 2/LR
Potion of Greater Mana Uncommon ~500 gp single use d4 ×2 Recover one 2nd level spell slot
Potion of Enlarge Uncommon ~300 gp single use d4 Enlarge: size up · +1d4 weapon dmg · adv. Str checks/saves · 1d4 hours
Potion of Heroism Rare ~500 gp single use d4 10 temp HP + Bless effect for 1 hour (no concentration)
Potion of Invulnerability Rare ~3,000 gp single use d4 Resistance to all damage for 1 minute
Wings of the Kobold Uncommon ~400 gp single use d4 Vestigial wings: fly speed 30 ft for 1 hour (clumsy, no hover)
📜 Scrolls
Item Rarity Est. Cost Charges Qty Notes
Scroll of Bless Common ~75 gp single use d4 ×2 3 creatures: +1d4 to attacks & saves, 1 min concentration
Scroll of Cure Wounds (1st) Common ~75 gp single use d4 ×3 Touch: 1d8 + spellcasting modifier hp restored
Scroll of Cure Wounds (2nd) Uncommon ~150 gp single use d4 + d6 Touch: 2d8 + mod hp restored
Scroll of Guiding Bolt Common ~75 gp single use d4 ×2 4d6 radiant on hit · next attack vs target has advantage
Scroll of Detect Evil & Good Common ~75 gp single use d4 Sense aberrations, celestials, fiends, undead within 30 ft · 10 min conc.
Scroll of Fog Cloud Common ~75 gp single use d4 20 ft radius heavily obscured cloud · conc. 1 hour
Scroll of Darkness Uncommon ~150 gp single use d4 Magical darkness 15 ft radius · conc. 10 min
Scroll of Protection from Energy Uncommon ~300 gp single use d4 Resistance to one energy type for 1 hour · conc.
Scroll of Tongues Uncommon ~300 gp single use d4 Understand and speak any language for 1 hour
Scroll of Water Walking Uncommon ~300 gp single use d4 Up to 10 willing creatures walk on liquid for 1 hour
Scroll of Revivify Uncommon ~500 gp single use d4 Return creature dead ≤1 min to life with 1 hp · 300 gp diamond
Scroll of Death Ward Uncommon ~500 gp single use d4 1st time reduced to 0 hp: drop to 1 hp instead · 8 hours
Scroll of Freedom of Movement Uncommon ~500 gp single use d4 Immune paralysis/restrain, ignore difficult terrain · 1 hour
Scroll of Dispel Magic (5th level) Rare ~2,000 gp single use d4 Dispel Magic at 5th level · auto-strips spells 5th level and below
Scroll of Suggestion (4th level) Rare ~1,500 gp single use d4 Suggestion cast at 4th level · extended or enhanced effect

Item Descriptions

↑ top
Circlet of Defiance
Wondrous item (headwear) · Requires attunement Rare

A plain iron circlet forged with a defiant rune. While attuned, you have advantage on saving throws against being charmed or frightened.

1/short rest: As a reaction when you fail a saving throw, you may reroll the saving throw and use the second result.

↑ top
Amulet of Armament
Wondrous item (amulet) · Requires attunement Rare

While attuned, you may bond one weapon to the amulet (1 hour of attunement with the weapon in hand). As a bonus action, cause the bonded weapon to appear in your hand from up to 100 feet away, or dismiss it to its stored location. The weapon cannot be disarmed while bonded unless you are incapacitated.

↑ top
Amulet of Resistance
Wondrous item (amulet) · No attunement required Uncommon

As a reaction when you fail a saving throw, activate the amulet to add 1d4 to your saving throw result, potentially turning a failure into a success. Does not stack with Resistance or Bless.

⚡ d4 charges
↑ top
Amulet of Climbing
Wondrous item (amulet) · No attunement required Uncommon

While charges remain, you gain a climbing speed equal to your walking speed and advantage on Strength (Athletics) checks made to climb. Expend a charge to activate for 1 hour.

⚡ d6 charges
↑ top
Amulet of the Everloyal Army
Wondrous item (amulet) · No attunement required (secret powers require yuan-ti kill condition) Rare

A silver and ivory amulet of an armoured warrior crushing a yuan-ti. Attuned by someone who has struck a killing blow against a yuan-ti in the past year while wearing it.

Secret powers once active:

  • Advantage on saving throws against yuan-ti charms, dominations, or suggestions.
  • Gain temporary hit points equal to your level if you strike the killing blow in melee against a yuan-ti with an obsidian blade.
  • If you dip a shattered obsidian blade into the blood of a dead yuan-ti you can expend a hit die and cause it to regrow immediately.
↑ top
Plate Mail of Free Action
Armour (plate) · Requires attunement Very Rare

Full plate armour (AC 18) enchanted with the Freedom of Movement spell made permanent. While wearing and attuned:

  • You are immune to the paralysed and restrained conditions.
  • Your speed cannot be reduced by magical effects.
  • You can move through difficult terrain without extra movement cost.
  • Nothing, including water, impedes your movement (though you cannot breathe underwater without other magic).
↑ top
+1 Shield (Kord Emblem)
Shield · No attunement required Uncommon

A sturdy shield bearing the emblem of Kord, god of strength and storms. Provides +1 AC (total AC 19 with plate) and functions as a holy symbol of Kord for cleric spellcasting.

1/day: As a bonus action, invoke Kord's wrath — the shield crackles with electricity and the next creature you successfully hit with a melee attack in the next minute also takes 2d6 lightning damage.

↑ top
Silver Bracers of the Fey
Wondrous item (bracers) · Requires attunement Rare

Delicate silver bracers etched with spiraling fey knot-work. While attuned:

  • You have advantage on saving throws against being charmed, and magic cannot put you to sleep (Fey Ancestry).
  • 1/short rest: Cast Misty Step as a bonus action without expending a spell slot.
  • You can understand and speak Sylvan.
  • Fey creatures regard you with mild curiosity rather than immediate hostility.
↑ top
Gauntlets of Spectral Grasp
Wondrous item (gloves) · Requires attunement — phase spider leather, border Ethereal stitching Rare

Heavy white-grey gauntlets made from the leathery skin of a phase spider, stitched with its web. Once attuned, they exist mainly on the Border Ethereal (visible only to the wearer); when the wearer loses consciousness they lose attunement and the gloves reappear.

  • See into the Ethereal Plane up to 30 feet.
  • Touch objects and creatures in the Border Ethereal as if on the same plane.
  • 1/day: While grappling a creature in the Ethereal Plane, use an action to make a contested Strength (Athletics) check — on success, pull them into your plane into an unoccupied space within 5 feet. That creature cannot plane shift for 1 minute.
↑ top
Belt of Striking
Wondrous item (belt) · Requires attunement Uncommon

A wide leather belt with an iron buckle carved with a fist. While attuned, you gain a +1 bonus to weapon attack rolls and weapon damage rolls.

↑ top
Cloak of Misty Step (60 ft)
Wondrous item (cloak) · Requires attunement Rare

A shimmering grey-blue cloak that blurs at the edges. While attuned, you may cast an enhanced Misty Step as a bonus action — teleporting up to 60 feet (double the normal range) to an unoccupied space you can see. This may be used at will.

↑ top
Mountebank Cloak
Wondrous item (cloak attachment) · No attunement required Rare

1/day: Cast Dimension Door — teleport yourself and one willing creature holding your hand to any spot within 500 feet you can see or picture in your mind.

↑ top
Cloak — Fly Enhancement
Wondrous item (cloak attachment) · No attunement required Rare

A stored magical charge sewn into the lining of the cloak. Expend a charge to gain a fly speed of 60 feet for 10 minutes (no concentration required). The effect ends early if you are incapacitated.

⚡ d6 charges
↑ top
Ring of Spell Storing
Ring · Requires attunement Rare

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels of spells at once. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring and casting the spell. The spell has no effect but is stored in the ring instead.

While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. The spells remain stored until used or until the ring is broken.

↑ top
Ring of Evasion
Ring · Requires attunement Rare

As a reaction when you would be hit by an attack, expend a charge to gain the benefit of the Dodge action for 1 round — attackers have disadvantage on attacks against you and you have advantage on Dexterity saving throws until the start of your next turn.

⚡ d4 charges
↑ top
Greater Fanged Ring
Ring · No attunement required Rare

An enhanced version of the Fanged Ring with two large serpent heads. Twice a day (only once per turn), when you hit someone with any melee or ranged weapon attack, you may activate the ring — both heads strike and the target takes an extra 4d6 poison damage.

⚡ d6 charges (depletes over time)
↑ top
Mongoose Ring
Ring · No attunement required Uncommon

A ring carved in the shape of a coiled mongoose. When casting a spell against a serpent or yuan-ti, you gain +1 to spell attack rolls and/or the spell save DC is 1 higher for that spell.

↑ top
Boots of Thundering Step
Wondrous item (boots) · Requires attunement Rare

Iron-soled boots that crackle with electrical energy and boom with each step when activated. While attuned:

  • Your walking speed increases by +10 feet.
  • As a bonus action, activate the boots for 1 minute — each time you move at least 10 feet, each creature within 5 feet of your path must make a DC 13 Constitution saving throw or take 1d6 thunder damage and be unable to take reactions until the start of their next turn. Friendly creatures are unaffected.
↑ top
Battleaxe of Baghtru
Weapon (battleaxe) · No attunement required Rare

A magical axe corrupted by the devotional worship of Baghtru, the orcish god of brute strength. The wielder can elect to strike with the brutish power of Baghtru and deal double weapon damage on a hit.

  • Non-orc wielder: The daily power is used up on the first use.
  • Orcs or giants favoured by Baghtru: The power is used up on a roll of 1 on a d4 after each use.
↑ top
Dark Deliverance
Weapon (greataxe) · No attunement required Rare

A darkened steel greataxe with shadow-like wisps that cling to its blade. This weapon is magical and deals 1d12 slashing damage.

  • +1 to attack and damage rolls.
  • On a hit, the target suffers 1d6 necrotic damage in addition to the weapon's damage as shadows briefly drain their life force.
  • When you score a critical hit, the target must make a DC 13 Wisdom saving throw or be frightened of you until the end of their next turn.
↑ top
Vampiric Greataxe +1
Weapon (greataxe) · Requires attunement Rare

A +1 magical greataxe whose blade darkens after drawing blood. When you score a critical hit against a creature that is not a construct or undead, the target takes an extra 2d6 necrotic damage and you regain hit points equal to the necrotic damage dealt.

↑ top
Lesser Planar Blade
Weapon (dagger) · No attunement required Uncommon

A thin grey steel magic dagger with the Vicious property (+2d6 on a natural 20). If the wielder can see a creature on the Border Ethereal, they may use this weapon to attack them as if they were on the same plane.

↑ top
Mongoose Blade
Weapon (shortsword) · No attunement required Uncommon

A shortsword carved with mongoose reliefs. Against serpents and yuan-ti, this weapon deals +1 to attack and damage rolls and you make attack rolls against them with advantage. The weapon is magical.

↑ top
Obsidian Glaive
Weapon (glaive) · No attunement required Rare

An Obsidian Weapon of the Ancients — vicious and brittle. This weapon is magical and has the Vicious property (+2d6 on a natural 20).

The blade breaks if a 1 is rolled on the damage dice (any die including bonus dice such as from the Vicious property). If the base damage die breaks, the blade is gone; if only extra dice break, the damage from those dice is reduced to 0. The blade regrows at the next dawn.

↑ top
Silver Allosaurus
Wondrous item (figurine of wondrous power) · No attunement required Rare

A silver figurine of an allosaurus. If you use an action to speak the command word and throw it to the ground, it becomes a living allosaurus for up to 8 hours. The allosaurus obeys your commands and can serve as a powerful combat mount.

Allosaurus statistics: AC 13, HP 51, Speed 60 ft. Multiattack: Bite +6 (2d10+4) + Claw ×2 +6 (1d8+4). Pounce: DC 13 Str save or knocked prone + bonus bite. Once used, cannot be used again for 7 days.

↑ top
Prism of Storing
Wondrous item · No attunement required Rare

A multifaceted crystal prism. A spellcaster may cast any spell of 5th level or lower into the prism (the spell has no immediate effect; its energy is stored within). The spell remains stored indefinitely. As an action, a creature holding the prism may release the stored spell, targeting creatures or areas as the original spell would. The caster's spell save DC and attack bonus are used.

Once a spell is released, the prism is empty and may store a new spell.

↑ top
Pearl of Power (1st Level)
Wondrous item · Requires attunement (spellcaster) Uncommon

While this pearl is on your person, you can use an action to speak its command word and regain one expended 1st-level spell slot. Once used, it cannot be used again until the next dawn.

⚡ 1/dawn
↑ top
Handy Haversack
Wondrous item · No attunement required Rare

A backpack with a central pouch and two side pouches, each being a portal to an extradimensional space. Side pouches: up to 20 lbs / 2 cubic feet each. Central pouch: up to 80 lbs / 8 cubic feet. Retrieving an item requires a bonus action — the haversack always produces the desired item from the top. The haversack weighs 5 lbs regardless of contents.

↑ top
Mongoose Wand
Wand · No attunement required Uncommon

A common wand used by rank-and-file arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, you gain +1 to spell attack rolls and/or the spell save DC is 1 higher.

↑ top
Moon Vials
Wondrous item (consumable) · No attunement required Uncommon

Small crystal vials filled with water that has absorbed moonlight during a full moon. They glow faintly at night and can be used as a spell component in place of any valuable gem up to 50 gp in value (the vial shatters and fades as it is expended). They can also be shattered as an action to create dim light in a 10-foot radius for 10 minutes.

Z'rahk carries 8 vials.

↑ top
Bone Box
Wondrous item · No attunement required Uncommon

A small carved bone box. As an action, expend a charge to place a Small or Medium corpse into extradimensional stasis within the box — the body is preserved perfectly and does not decay. A second action retrieves the body. The box holds one body at a time.

⚡ d4 charges
↑ top
Potion of Healing
Potion · No attunement required Common

Regain 2d4 + 2 hit points. Z'rahk carries two stacks: 3 at d4 quantity, 2 at d6 quantity.

↑ top
Potion of Greater Healing
Potion · No attunement required Uncommon

Regain 4d4 + 4 hit points.

↑ top
Potion of Superior Healing
Potion · No attunement required Rare

Regain 8d4 + 8 hit points.

↑ top
Potion of Regeneration
Potion · No attunement required Rare

Duration up to 10 minutes. If below maximum hp at the start of your turn, recover 3 hit points. Roll a d6 each time — on a 1, the effect ends.

↑ top
Potion of Mana
Potion · No attunement required Uncommon

Recover one expended 1st level spell slot. Max 1/short rest or 2/long rest.

↑ top
Potion of Greater Mana
Potion · No attunement required Uncommon

Recover one expended 2nd level spell slot.

↑ top
Potion of Enlarge
Potion · No attunement required Uncommon

You gain the Enlarge effect for 1d4 hours: size increases one category, melee weapon attacks deal +1d4 damage, and you have advantage on Strength checks and saving throws.

↑ top
Potion of Heroism
Potion · No attunement required Rare

Gain 10 temporary hit points and the effect of the Bless spell (no concentration required) for 1 hour: add 1d4 to attack rolls and saving throws.

↑ top
Potion of Invulnerability
Potion · No attunement required Rare

For 1 minute after drinking this potion, you have resistance to all damage.

↑ top
Wings of the Kobold
Potion · No attunement required Uncommon

After drinking this potion, small vestigial wings sprout from your shoulders. You gain a flying speed of 30 feet for 1 hour. The wings are clumsy — you cannot hover, and if you end your turn in the air without moving you begin to fall.

↑ top
Scroll of Bless
Scroll · No attunement required Common

Up to 3 creatures add 1d4 to attack rolls and saving throws for 1 minute (concentration). Z'rahk carries 2 stacks at d4 quantity each.

↑ top
Scroll of Cure Wounds (1st level)
Scroll · No attunement required Common

Touch a creature to restore 1d8 + spellcasting modifier hit points. 3 stacks at d4 quantity each.

↑ top
Scroll of Cure Wounds (2nd level)
Scroll · No attunement required Uncommon

Touch a creature to restore 2d8 + spellcasting modifier hit points. Two stacks: one at d4, one at d6 quantity.

↑ top
Scroll of Guiding Bolt
Scroll · No attunement required Common

Ranged spell attack: on hit, 4d6 radiant damage and the next attack roll against the target before your next turn has advantage. 2 stacks at d4 quantity.

↑ top
Scroll of Detect Evil & Good
Scroll · No attunement required Common

For 10 minutes (concentration), sense the presence of aberrations, celestials, elementals, fey, fiends, and undead within 30 feet, and know the general direction to any consecrated or desecrated location within 30 feet.

↑ top
Scroll of Fog Cloud
Scroll · No attunement required Common

Create a 20-foot-radius sphere of thick fog at a point within range. The sphere spreads around corners and is heavily obscured. Concentration, up to 1 hour.

↑ top
Scroll of Darkness
Scroll · No attunement required Uncommon

Magical darkness fills a 15-foot radius. Darkvision cannot pierce it; no nonmagical light illuminates it. Concentration, 10 minutes.

↑ top
Scroll of Protection from Energy
Scroll · No attunement required Uncommon

Touch a willing creature to grant resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for 1 hour (concentration).

↑ top
Scroll of Tongues
Scroll · No attunement required Uncommon

For 1 hour, a creature you touch can understand any spoken language it hears and speak any language it knows to be understood by any creature with a language.

↑ top
Scroll of Water Walking
Scroll · No attunement required Uncommon

Up to ten willing creatures you can see can walk on the surface of liquid as if it were solid ground for 1 hour.

↑ top
Scroll of Revivify
Scroll · No attunement required Uncommon

Return a creature that has been dead no longer than 1 minute to life with 1 hit point. This spell cannot restore life to a creature that has died of old age. Requires a diamond worth 300 gp as a material component.

↑ top
Scroll of Death Ward
Scroll · No attunement required Uncommon

You touch a creature and grant it protection against death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. Lasts 8 hours.

↑ top
Scroll of Freedom of Movement
Scroll · No attunement required Uncommon

Touch a willing creature. For 1 hour, difficult terrain doesn't cost extra movement, and magical effects cannot reduce speed or cause paralysis/restraint. The creature can also spend 5 feet of movement to escape a grapple or magical restraint.

↑ top
Scroll of Dispel Magic (5th level)
Scroll · No attunement required Rare

Cast at 5th level: all spells of 5th level or lower on the target automatically end — no ability check required. Spells of 6th level or higher on the target require an ability check (DC 10 + spell level).

↑ top
Scroll of Suggestion (4th level)
Scroll · No attunement required Rare

Cast at 4th level — a creature that can hear and understand you must make a Wisdom saving throw or follow a reasonable-sounding suggestion for up to 8 hours. At 4th level the duration is significantly extended compared to the base spell.