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)

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.

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 Protection (R-A) rare 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.

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
Stone of Controlling Earth Elementals (R) rare Out of the Abyss ch 6 Blingdenstone Out of the Abyss ch 6 Blingdenstone Show
Notes:

Wondrous Item, Rare

While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, 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 stone can’t be used this way again until the next dawn.

Hewards Handy Haversack (R) rare Out of the Abyss ch 9 Out of the Abyss ch 9 Show
Notes:

Wondrous Item, Rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Flame tongue longsword (R-A) rare Out of the Abyss ch 9 Out of the Abyss ch 9 Show
Notes:

Weapon (Longsword), Rare (Requires Attunement)

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

Dawnbringer [story item L-A] legendary Out of the Abyss s15 Out of the Abyss s15 Show
Notes:

Dawnbringer
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)

Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn.

Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it.

Personality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.

Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.

Boots of Speed (R-A) rare Out of the Abyss s5 (Droki) Out of the Abyss s5 Show
Notes:

While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.

When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.