Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Morningstar +1 (U) uncommon AL Lvl 5 Out of the Abyss ch 6 Blingdenstone Show
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.

Piwawfi cloak of elvenkind (U-A) uncommon DDHC-OotA Chapter 12: The Tower of Vengeance DDHC-OotA Chapter 12: The Tower of Vengeance Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

Cloak of Arachnida (VR-A) very_rare DDHC-OotA Chapter 17 Against the Demon Lords DDHC-OotA Session 44 Chapter 17 Against the Demon Lords Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.

Poison Resistance. You have Resistance to Poison damage.

Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain.

Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.

Plate armor +3 (L) legendary DDHC-OotA Chapter 17 Against the Demon Lords DDHC-OotA Session 44 Chapter 17 Against the Demon Lords Show
Notes:

Replacement for Wand of Orcus

Dagger +1 (U) uncommon DDHC-OotA Chapter 2: Into the Darkness DDHC-OotA Chapter 2: Into the Darkness Show
Notes:

Dagger +1 (drow-made with a spider design on the hild)

Bag of Holding (U) uncommon DDHC-OotA Chapter 5: Neverlight Grove DDHC-OotA Chapter 5: Neverlight Grove Show
Notes:

Wondrous Item, Uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

Shortsword +2 (R) rare DDHC-OotA Chapter 5: Neverlight Grove DDHC-OotA Chapter 5: Neverlight Grove Show
Notes:

Weapon (Shortsword), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Stonespeaker Crystal (R-A) rare DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Notes:

Stonespeaker Crystal
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 cast 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.

Ring of Protection (R-A) rare DDHC-OotA Session 29 Chapter 12/13 Wormwrithings DDHC-OotA Session 29 Chapter 12/13 Wormwrithings Show
Dagger +1 with spider filigree (U) uncommon DDHC-OotA Session 29 Chapter 12/13 Wormwrithings DDHC-OotA Session 29 Chapter 12/13 Wormwrithings Show
Ring of Free Action (R-A) rare DDHC-OotA Session 30 Chapter 13 Wormwirthings DDHC-OotA Session 30 Chapter 13 Wormwirthings Show
Notes:

Ring, Rare (Requires Attunement)

While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Scimitar of Speed (VR-A) very_rare DDHC-OotA Session 38 Chapter 15: The City of Spiders! DDHC-OotA Session 38 Chapter 15: The City of Spiders! Show
Notes:

Weapon (Scimitar), Very Rare (Requires Attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

Eyes of Minute Seeing (U) uncommon DDHC-OotA Session 38 Chapter 15: The City of Spiders! DDHC-OotA Session 38 Chapter 15: The City of Spiders! Show
Notes:

Wondrous Item, Uncommon

These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

Mace of smite (R) rare Dungeon of the Mad Mage floor 21 Dungeon of the Mad Mage floor 21 Show
Notes:

Mace of Smiting
Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Ioun stone of Insight (VR-A) very_rare Dungeon of the Mad Mage floor 22 Dungeon of the Mad Mage floor 22 Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

Insight. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Decanter of Endless Water (U) uncommon Dungeon of the Mad Mage floor 22 Dungeon of the Mad Mage floor 22, session 58 Show
Black Crystal Tablet (L-A) legendary Dungeon of the Mad Mage floor 22 Dungeon of the Mad Mage floor 22, session 59 Show
Notes:

Black Crystal Tablet
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)

The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.

As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.

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.

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.