Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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.
Brazier of Commanding Fire Elementals
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, Rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, 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 brazier can’t be used this way again until the next dawn.
Daern's Instant Fortress
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, rare (requires attunement)
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
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.
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.
Eyes of Minute Seeing
uncommon
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Flame Tongue Longsword
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Weapon (any melee weapon), rare (requires attunement)
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Gem of Seeing
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Heward’s Handy Haversack
rare
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, Rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.
Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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.
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.
Necklace of Adaptation
uncommon
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Piwafwi (Cloak of Elvenkind)
uncommon
DDHC-OotA Out of the Abyss
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
Ring of Protection
rare
DDHC-OotA 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.
Robe of Eyes
rare
DDHC-OotA 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.
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.
Scimitar of Speed
very_rare
DDHC-OotA Out of the Abyss
Show
Notes:
Weapon (Scimitar), Very Rare (Requires Attunement)
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.
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.
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.
Stonespeaker Crystal
rare
DDHC-OotA 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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Blessing of Protection | unique | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Supernatural Gift (Blessing) |
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| Brazier of Commanding Fire Elementals | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, Rare |
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| Daern's Instant Fortress | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points. |
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| Dagger +1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (dagger), uncommon |
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| Dagger+1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (dagger), uncommon |
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| Eyes of Minute Seeing | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Flame Tongue Longsword | rare | DDHC-OotA Out of the Abyss | Show | |||
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Notes:
Weapon (any melee weapon), rare (requires attunement) |
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| Gem of Seeing | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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| Heward’s Handy Haversack | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, Rare Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| Moon Sickle, +1 | uncommon | Trade Log | Show | |||
|
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) 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. |
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| Nature’s Mantle | uncommon | Trade Log | Show | |||
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Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger) While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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| Necklace of Adaptation | uncommon | DDHC-OotA Out of the Abyss | Show | |||
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Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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| Piwafwi (Cloak of Elvenkind) | uncommon | DDHC-OotA Out of the Abyss | Show | |||
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Notes:
Wondrous Item, uncommon (requires attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks. |
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| Ring of Protection | rare | DDHC-OotA Out of the Abyss | Show | |||
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Notes:
Ring, rare (requires attunement) |
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| Robe of Eyes | rare | DDHC-OotA Out of the Abyss | Show | |||
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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. |
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| Rod of the Pact Keeper, +1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
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Notes:
Rod, uncommon (requires attunement by a Warlock) 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. |
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| Scimitar of Speed | very_rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (Scimitar), Very Rare (Requires Attunement) |
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| Shortsword, +2 | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (shortsword), rare |
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| Stone of Controlling Earth Elementals | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, rare |
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| Stonespeaker Crystal | rare | DDHC-OotA 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. |
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