Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Necklace of Adaptation (U-A)
uncommon
OOtA Chapter 13 Wormwrithings
OOtA Chapter 13 Wormwrithings
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Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Robe of Eyes (R-A)
rare
OOtA Chapter 13 Wormwrithings
OOtA Chapter 13 Wormwrithings
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Notes:
Wondrous Item, Rare (Requires Attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Stonespeaker Crystal
common
DDHC-OotA Chapter 11: Gravenhollow
DDHC-OotA Chapter 11: Gravenhollow
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Notes:
Source: Out of the Abyss
Wondrous item, rare (requires attunement)
Created by the stone giant librarians of Gravenhollow. this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to east one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Necklace of Adaptation (U-A) | uncommon | OOtA Chapter 13 Wormwrithings | OOtA Chapter 13 Wormwrithings | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition. |
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| Robe of Eyes (R-A) | rare | OOtA Chapter 13 Wormwrithings | OOtA Chapter 13 Wormwrithings | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. |
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| Stonespeaker Crystal | common | DDHC-OotA Chapter 11: Gravenhollow | DDHC-OotA Chapter 11: Gravenhollow | Show | ||
|
Notes:
Source: Out of the Abyss Wondrous item, rare (requires attunement) Created by the stone giant librarians of Gravenhollow. this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to east one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever. |
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