Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
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.

Blessing of Protection unique DDHC-OotA Out of the Abyss Show
Notes:

Supernatural Gift (Blessing)
You gain a +1 bonus to AC and saving throws.

Rod of the Pact Keeper, +1 uncommon DDHC-OotA Out of the Abyss Show
Notes:

Rod, uncommon (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Stone of Controlling Earth Elementals rare DDHC-OotA Out of the Abyss Show
Notes:

Wondrous Item, rare
While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.

Dagger +1 uncommon DDHC-OotA Out of the Abyss Show
Notes:

Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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.

Shortsword, +2 rare DDHC-OotA Out of the Abyss Show
Notes:

Weapon (shortsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

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.

Nature’s Mantle uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a druid or ranger)
This cloak is formed from the same cotton candy clouds that hold Castamella aloft. It is incredibly warm and soft. If consumed, the cloak tastes like bittersweet raspberries but is not filling; after 1d4 hours, the clouds roil and reform in their original shape.
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Moon Sickle, +1 uncommon Trade Log Show
Notes:

Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.