Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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
armor of vulnerability (slashing) uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
ring of protection rare DDHC-TYP Chapter 4: White Plume Mountain Show
ring of spell storing (2 mirror image) rare DDHC-TYP Chapter 4: White Plume Mountain Show
received necklace of Necklace of Prayer Beads rare WPM DDHC-TYP Chapter 4: White Plume Mountain Show
Notes:

1 Bless, 2 Curing, 2 Smiting, 1 Wind Walking

Warhammer +1 uncommon DDHC-OotA Out of the Abyss - Chapter 8 Audience in Gauntlgrym Show
Flame Tongue Longsword rare DDHC-OotA Out of the Abyss - Chapter 10 Descent into the Depths Show
Stonespeaker Crystal rare DDHC-OotA Out of the Abyss - Chapter 11 Gravenhollow Show
Notes:

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 east 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.

Piwafwi's (Cloaks of Elvenkind) x5 uncommon Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 12/13 Araj (Tower of Vengeance) & Wormwrithings Show
Notes:

The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

Amulets x 5 (scroll of protection against fiends) uncommon Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 12/13 Araj (Tower of Vengeance) & Wormwrithings Show
+2 Longsword rare Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 12/13 Araj (Tower of Vengeance) & Wormwrithings Show
Notes:

It has a cross guard shaped like a stylized spider with tiny gems for eyes. Etched into its blade are the words Oloth tlu malla, which is a drow expression meaning “Darkness be praised.” - is of drow manufacture

+1 Dagger uncommon Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 12/13 Araj (Tower of Vengeance) & Wormwrithings Show
Notes:

with silvery, weblike filigree worked into the hilt. The dagger is of drow manufacture

gem of seeing uncommon DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss - Chapter 13 - Wormwrithings Show
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).

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.

Scroll of Globe of Invulnerability common DDHC-OotA Out of the Abyss - Chapter 13 - Wormwrithings Show

Unlocked Magic Items