Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Blessing of Protection
unique
Out of the Abyss
Out of the Abyss Chapter 6: Blingdenstone
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.
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
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.
Shield +3
very_rare
Summer Knights 3 Trading Post
Trade Log
Show
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.
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.
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.
Ring of Protection (R-A)
rare
DDHC-OotA Session 29 Chapter 12/13 Wormwrithings
DDHC-OotA Session 29 Chapter 12/13 Wormwrithings
Show
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.
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.
Wand of Viscid Globs Wand (R-A)
rare
Out of the Abyss s8 drow fight
Out of the Abyss
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Notes:
Wand of Viscid Globs
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
Stone of Controlling Earth Elementals (R)
rare
Out of the Abyss ch 6 Blingdenstone
Out of the Abyss ch 6 Blingdenstone
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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.
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.
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.
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.
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.
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.
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.
Daern's Instant Fortress (R-A)
rare
Out of the Abyss ch 14
Out of the Abyss ch 14
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Blessing of Protection | unique | Out of the Abyss | Out of the Abyss Chapter 6: Blingdenstone | 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 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. |
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| 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 |
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| Dawnbringer [story item L-A] | legendary | Out of the Abyss s15 | Out of the Abyss s15 | Show | ||
|
Notes:
Dawnbringer 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. |
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| Shield +3 | very_rare | Summer Knights 3 Trading Post | Trade Log | Show | ||
| 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. |
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| 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. |
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| 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. |
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| Ring of Protection (R-A) | rare | DDHC-OotA Session 29 Chapter 12/13 Wormwrithings | DDHC-OotA Session 29 Chapter 12/13 Wormwrithings | Show | ||
| 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. |
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| 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. |
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| Wand of Viscid Globs Wand (R-A) | rare | Out of the Abyss s8 drow fight | Out of the Abyss | Show | ||
|
Notes:
Wand of Viscid Globs Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| Stonespeaker Crystal (R-A) | rare | DDHC-OotA Out of the Abyss | DDHC-OotA Out of the Abyss | Show | ||
|
Notes:
Stonespeaker Crystal |
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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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| Daern's Instant Fortress (R-A) | rare | Out of the Abyss ch 14 | Out of the Abyss ch 14 | Show | ||