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.
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.
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.
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.
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.
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.
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.
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.
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.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| Blessing of Protection | unique | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Supernatural Gift (Blessing) |
||||||
| Rod of the Pact Keeper, +1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
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. |
||||||
| Stone of Controlling Earth Elementals | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, rare |
||||||
| Dagger +1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (dagger), uncommon |
||||||
| Studded Leather, +2 | very_rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Armor (studded leather), very rare |
||||||
| Shortsword, +2 | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (shortsword), rare |
||||||
| Tentacle Rod | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Rod, Rare (Requires Attunement) |
||||||
| Nature’s Mantle | uncommon | Trade Log | Show | |||
|
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. |
||||||
| 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. |
||||||
| Flame Tongue Longsword | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (any melee weapon), rare (requires attunement) |
||||||
| 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. |
||||||
| 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. |
||||||
| Piwafwi (Cloak of Elvenkind) | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
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. |
||||||
| Ring of Protection | rare | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Dagger+1 | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Weapon (dagger), uncommon |
||||||
| 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. |
||||||
| Robe of Eyes | rare | DDHC-OotA 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. |
||||||
| Necklace of Adaptation | uncommon | DDHC-OotA Out of the Abyss | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
||||||