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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Bag of Holding uncommon DDHC - Out of the Abyss - Chapter 1: Prisoners of the Drow DDHC - Out of the Abyss - Chapter 1: Prisoners of the Drow Show
Notes:

Bag of Holding
Wondrous item, uncommon

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.

Cloak of the Manta Ray uncommon DDHC - Out of the Abyss - Chapter 2: In to Darkness DDHC - Out of the Abyss - Chapter 2: In to Darkness Show
Notes:

Cloak of the Manta Ray
Wondrous Item, Uncommon (Requires Attunement)
https://5e.tools/img/items/XDMG/Cloak%20of%20the%20Manta%20Ray.webp
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

Windrunner´s Shroud (Glamoured Studded Leather) rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Windrunner´s Shroud (Glamoured Studded Leather)
Armor (Studded Leather Armor), Rare

While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.
https://www.youtube.com/watch?v=g-jGHbkM8e4

This studed leather armor is embroidered with fine linings of silver and pearl. Alice has woven them into it herself, formed from strands of moonlight and her own hair. With them she has woven in wishes of protection, good health and save journeys. White roc feathers cushion the joints of its shoulder pads. While not quite sentient, Alices wishes have granted this armor somewhat of a will. It harbors the desire to protect its master from harm. Its favorite glamour for traveling appears to be that of a bright grey cloak that glitters like a starry sky.

Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner.

"Everyone gets lost at times. They may hesitate and doubt which way to to. But don't worry. Everyone goes through moments of uncertainty and hesitation. Whether it's calming, angry, happy or sad. All they need is a little nudge to take that step where they truely belong. I'm leaving that little nudge with you and I hope you will share it with others. Such is the essence of adventure, the will of the Hexenzirkel."

Oathkeepers Memento (Necklace of Prayer Beads) rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Oathkeepers Memento (Necklace of Prayer Beads)
Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

1d20 Bead Spell
1-6 Bead of Blessing Bless
7-12 Bead of Curing Cure Wounds (level 2 version)
13-16 Bead of Favor Greater Restoration
17-18 Bead of Smiting Shining Smite
19 Bead of Summons Guardian of Faith
20 Bead of Wind Walking Wind Walk

The Necklace has 5 beads. One of Blessing, Curing, Favor, Smiting and Wind Walking.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

This necklace depicts Yggdrasil, the world ash. Woven into the knots that build its crown are five gems. Blue Alexandrite, Green Emerald, Red Garnet, Black Onyx and Yellow Peridot. At its roots a White Diamond lies, representing the wearers journey up the tree, the hardships they might endure and the anweres one might find along the path.

Alexandrite. To navigate changes.
Emerald. For new beginnings.
Garnet. To remember confidence and inner strength.
Onyx. For resolve in difficult challenges
Peridot. To remind of potential and personal growth.
Diamond. To represent commitment and resilience.

*"Keep this as a reminder, in dark places you find yourself in. Look to the light within, so you may continue to serve, as a beacon for others. No one is unbreakable. Whatever pain one person may endure can bring others to tears. But therein lies our strength, for when we fall, our brothers and sisters are there to lift us up. Again and again, without end."

A Warrior's Promise (Ring of Free Action) rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

A Warrior's Promise (Ring of Free Action)
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.

War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

https://files.d20.io/images/450195463/y0Ftv7DQ9t2nIeFOuwDg7A/med.png?1753545905
This ring features a platinum band around a beautiful blue sapphire, cut to refract the light like shimmering ice deep within a glacier. Engraved on the ring are the words: "May the gods of hope and breeze forever guide those whose hearts still hold the will for freedom." You can always feel a gentle wind when looking at this ring.

Confident. This ring helps you feel self-assured.

"As fragmented, imperfect beings, yours is a never-ending quest. To find your purpose, knowing your end is assured. To find the strength to carry on, when all strength has left you. To find joy even when darkness falls. And, amidst the deepest despair, light everlasting."

Asklepios' Panacea (Staff of Healing) rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Asklepios' Panacea (Staff of Healing)
Staff, Rare (Requires Attunement by an Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

Strange material. This staff is crafted by an ancient metal, whose origin and remains have long been lost from this world, erased from histories weave. Orichalcum.

This Staff is formed like a walking cane for a doctor, with a black shaft and a golden handle depicting a snake slithering up towards an orb with wings. Meant for examining patients without touching them, as well as for self-defense against the jaded.

Magic mouth. Courtesy of Alice, this weapon is enchanted with a Magic Mouth spells, whispering "T'is time for an injection." whenever it is used to cast Cure Wounds from it to the recipient. Further, it shouts out "For life!", every time Mass Cure Wounds is cast from it in an heroic manner.

"The most important lesson i've learned, is that learning isn't simply passing once eyes over words. Nay. It is when understanding for oneself, that knowledge attains its true value."

Odin, the Faithful Guardian (Onyx Dog) rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Odin, the Faithful Guardian (Onyx Dog)
Wondrous Item, Rare

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.

Sentinel. This item glows faintly when demons are within 120 feet of it. It yearns to protect its master.

This onyx figurine for some reason fails to summon a black Mastiff. Instead it is a black and white staffordshire terrier and the goodest of boys. It wears a collar with the name "Odin" written on it. The terrier fiercly protects its master and will often ignore its own recharge limitations to comfort them or go for walks.

"For my understanding it isn't more power you require. Another will see to that. Instead, I would offer this: companionship. This one will never stray far and he will never die, rest assured. What love and joy has been torn from your life, I hope can be rekindled with this at least a little. Whatever you decide to do, I firmly believe you will do well. For you have the strength to forge your own path. You will leave countless lives better than you found them, and the souls you touch will never forget your kindness. Then, in difficult times, when you question your worth and your choices, they will raise their voices to remind you of the difference you have made. And so your actions will affirm your path."

Helm of Comprehending Languages uncommon DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Helm of Comprehending Languages
Wondrous Item, Uncommon

While wearing this helm, you can cast Comprehend Languages from it.

Ring of Water Walking uncommon DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Ring of Water Walking
Ring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Robe of Eyes rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Robe of Eyes
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.

Boots of Speed rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Boots of Speed
Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking 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 the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Ring of Protection rare DDHC - Out of the Abyss - Chapter 3: The Darklake DDHC - Out of the Abyss - Chapter 3: The Darklake Show
Notes:

Ring of Protection
Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.