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 Show
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 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.

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