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
Ring of Telekinesis (VR-A) very_rare DDHC-KGV-13 Fire and Darkness trade Sean/Ahkatar Trade Log Show
Notes:

Ring, Very Rare (Requires Attunement)

While wearing this ring, you can cast Telekinesis from it.

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.

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)

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.

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.

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.

Gem of Seeing (R-A) rare OOtA Chapter 13 Wormwrithings OOtA Chapter 13 Wormwrithings Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

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.

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.

Blessing of Protection unique Out of the Abyss Out of the Abyss Chapter 6: Blingdenstone Show
Daern's Instant Fortress (R) rare Out of the Abyss ch 14 Out of the Abyss ch 14 Show
Brazier of Commanding Fire Elementals (R) rare Out of the Abyss ch 14 Out of the Abyss ch 14 Show
Notes:

Wondrous Item, Rare

While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.

Folding boat (R) rare Out of the Abyss ch 15 Out of the Abyss ch 15 Show
Notes:

Wondrous Item, Rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:

First Command Word. The box unfolds into a Rowboat.

Second Command Word. The box unfolds into a Keelboat.

Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.