Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Potion of Poison uncommon DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Spell Scroll of Conjure Minor Elementals common DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Spell Scroll of Speak With Plants common DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Crystal ball of true seeing that can be used only once common DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Stone of Controlling Earth Elementals rare DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Shortsword +1 uncommon DDHC-OotA Out of the Abyss - Chapter 6 Blingdenstone Show
Mantle of Spell Resistance rare DDAL-DRW-11 Shadows in the Stacks Show
Spell Scroll of Locate Object rare DDAL-DRW-11 Shadows in the Stacks Show
Spell Scroll of Move Earth rare DDAL-DRW-11 Shadows in the Stacks Show
+1 chain mail armor rare DDHC-TYP Chapter 4: White Plume Mountain Show
goggles of night uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
stone of good luck uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
boots of striding and springing uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Staff of Thunder and Lightning very_rare DDAL05-08-Durlag's Tower Trade Log Show
Amulet of the Devout +2 rare DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows in the Stacks Show
Tentacle Rod (Drow made - Keep out of sunlight) rare DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 7 Escape from the Underdark 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.

necklace of adaptation uncommon DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 13 - Wormwrithings Show
Notes:

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

gem of seeing uncommon DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 13 - Wormwrithings Show
robe of eyes rare DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 13 - Wormwrithings Show
Notes:

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Dawnbringer unique DDHC-OotA Out of the Abyss - Chapter 2 DDHC-OotA Out of the Abyss - Chapter 2 Show
Notes:

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 make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a Sun Blade.

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 worshippers, 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.

Unlocked Magic Items