Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Boots of Speed
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, rare (requires attunement)
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.
Cloak of Manta Ray
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Bag of Holding
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Asklepios' Panacea (Staff of Healing)
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
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.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
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."
- Alice
A Warrior's Promise (Ring of Free Action)
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
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.
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.
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."
- Alice
Oathkeeper's Memento (Necklace of Prayer Beads)
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
1 lb.
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/Alexandrite (Bless), Curing/Emerald (Cure Wounds), Favor/Garnet (Greater Restoration), Smiting/Onyx (Shining Smite) and Wind Walking/Diamon(Wind Walk).
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."
- Alice
Odin, the Faithful Guardian (Onyx Dog)
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
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 below.
Onyx Dog (Rare). 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."
- Alice
Windrunner's Shroud (Glamoured Studded Leather)
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Light armor (studded leather armor), rare
13 lb.
AC 12 + Dex
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.
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."
- Alice
Helm of Comprehending Languages
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
+1 Amulet of the Devout
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Ring of Water Walking
uncommon
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Ring, uncommon
While wearing this ring, you cast Water Walk from it, targeting only yourself.
Robe of Eyes
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
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.
Boots of Speed
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Wondrous item, rare (requires attunement)
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.
Ring of Protection
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Stonespeaker Crystal
rare
DDHC - Out of the Abyss
DDHC - 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.
+2 Rapier
rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Weapon (Rapier), rare
Martial weapon, melee weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Dwarven Plate Armor
very_rare
DDHC - Out of the Abyss
DDHC - Out of the Abyss
Show
Notes:
Heavy armor (plate armor), very rare
65 lb.
AC 18
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Dawnbringer (Story Item)
legendary
Trade
DDHC - Out of the Abyss
Show
Notes:
Weapon (Longsword), legendary (requires attunement by a creature of non-evil alignment)
Martial weapon, melee weapon
3 lb.
1d8 Radiant
Finesse, versatile (1d10)
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. 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 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.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Boots of Speed | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) 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. |
||||||
| Cloak of Manta Ray | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
| Bag of Holding | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward's 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. |
||||||
| Asklepios' Panacea (Staff of Healing) | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Spell Charge Cost Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. 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. "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."
|
||||||
| A Warrior's Promise (Ring of Free Action) | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Ring, rare (requires attunement) 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. 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. "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."
|
||||||
| Oathkeeper's Memento (Necklace of Prayer Beads) | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) 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 The Necklace has 5 beads. One of Blessing/Alexandrite (Bless), Curing/Emerald (Cure Wounds), Favor/Garnet (Greater Restoration), Smiting/Onyx (Shining Smite) and Wind Walking/Diamon(Wind Walk). 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. "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." |
||||||
| Odin, the Faithful Guardian (Onyx Dog) | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare 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 below. Onyx Dog (Rare). 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.
|
||||||
| Windrunner's Shroud (Glamoured Studded Leather) | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Light armor (studded leather armor), rare Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. 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. "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."
|
||||||
| Helm of Comprehending Languages | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| +1 Amulet of the Devout | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
||||||
| Ring of Water Walking | uncommon | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Ring, uncommon |
||||||
| Robe of Eyes | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) 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 | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) 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. |
||||||
| Ring of Protection | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Stonespeaker Crystal | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) 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. |
||||||
| +2 Rapier | rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Weapon (Rapier), rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
||||||
| Dwarven Plate Armor | very_rare | DDHC - Out of the Abyss | DDHC - Out of the Abyss | Show | ||
|
Notes:
Heavy armor (plate armor), very rare The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
||||||
| Dawnbringer (Story Item) | legendary | Trade | DDHC - Out of the Abyss | Show | ||
|
Notes:
Weapon (Longsword), legendary (requires attunement by a creature of non-evil alignment) 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 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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
||||||