Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Studded Leather, +2
very_rare
DDHC-OotA Out of the Abyss
Show
Notes:
Armor (studded leather), very rare
You have a +2 bonus to AC while wearing this armor.
Tentacle Rod
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Rod, Rare (Requires Attunement)
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Wand of Viscid Globs
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Studded Leather, +2 | very_rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Armor (studded leather), very rare |
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| Tentacle Rod | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Rod, Rare (Requires Attunement) |
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| Wand of Viscid Globs | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wand, rare (requires attunement) Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption. |
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