Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Tentacle Rod rare DDHC-OotA Out of the Abyss Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Keoghtom's Ointment uncommon DDHC-OotA Out of the Abyss Show
Notes:

Wondrous item, uncommon 

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Bag of Holding common DDHC-OotA Out of the Abyss Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

+2 Weapon common DDHC-OotA Out of the Abyss Show
Notes:

Weapon (any), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon

+2 Armor common DDHC-OotA Out of the Abyss Show
Notes:

Armor (light, medium, heavy), legendary
You have a +2 bonus to AC while wearing this armor.

Stone of Controlling Earth Elemental rare DDHC-OotA Out of the Abyss Show
Notes:

Wondrous item, rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds

Armor (light, medium, or heavy), uncommon uncommon DDHC-OotA Out of the Abyss Show
Notes:

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Stonespeaker Crystal rare DDHC-OotA Out of the Abyss Show
Notes:

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.

Drow Dagger +1 common DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Notes:

the hilt has a spider design

Maze common DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Notes:

The mace is a common magic item. While attuned the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is “lit,” it glows as brightly as a torch and deals an extra 1 fire damage on a hit.

Neclace of Fireballs rare DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Notes:

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
9 charges

Philter of Love common DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Notes:

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Yellow Diamond Elemental Gem uncommon Roll 20 DDHC-OotA Out of the Abyss Show
Notes:

Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.