Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of the Manta Ray
uncommon
Roll20
-
-
DDHC00-GSM Ghosts of Saltmarsh – Chapter 2: The Sinister Secret of Saltmarsh
Show
Notes:
adventuring gear (wondrous item, shoulders)
Category: Items
Item Rarity: Uncommon
While wearing this cloak with its hood up, you can breathe Underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Pot of Awakening
common
Inherited Malevolence
DDHC00-GSM Ghosts of Saltmarsh – Chapter 2: The Sinister Secret of Saltmarsh
Show
Notes:
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Cloak of Protection
uncommon
DDHC00-GSM
-
-
DDHC00-GSM Ghosts of Saltmarsh – Chapter 4: Salvage Operation
Show
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Sekolahian Worshiping Statuette
common
Roll20
DDHC00-GSM Ghosts of Saltmarsh – Chapter 6: The Final Enemy
Show
Notes:
Wondrous item, common
Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
Oil of Slipperyness
common
Roll20
DDHC00-GSM Ghosts of Saltmarsh – Chapter 7: Tammeraut's Fate
Show
Oatbow
very_rare
Downtime (Saltmarsh)
Purchase Log
Show
Notes:
Requires Attunement
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn.
When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage.
While your Sworn Enemy lives, you have disadvantage on Attack rolls with all other Weapons.
Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.
If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Helm of Brilliance
uncommon
DDAL-DRW03 Saving Silverbeard
Show
Notes:
Requires Attunement
This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.
This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
+1 plate amor
rare
DDHC-TYP Against the Giants
Show
Studded Leather +2
very_rare
DDHC-TYP Against the Giants
Show
Dragon Slayer
very_rare
DDHC-TYP Against the Giants
Show
Notes:
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.
Battle Standard of Infernal Power
very_rare
Trade Log
Show
Notes:
Very Rare
Wondrous item, very rare (requires attunement) This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of the Manta Ray | uncommon | Roll20 | - | - | DDHC00-GSM Ghosts of Saltmarsh – Chapter 2: The Sinister Secret of Saltmarsh | Show |
Notes:
adventuring gear (wondrous item, shoulders) |
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Pot of Awakening | common | Inherited Malevolence | DDHC00-GSM Ghosts of Saltmarsh – Chapter 2: The Sinister Secret of Saltmarsh | Show | ||
Notes:
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. |
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Cloak of Protection | uncommon | DDHC00-GSM | - | - | DDHC00-GSM Ghosts of Saltmarsh – Chapter 4: Salvage Operation | Show |
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Sekolahian Worshiping Statuette | common | Roll20 | DDHC00-GSM Ghosts of Saltmarsh – Chapter 6: The Final Enemy | Show | ||
Notes:
Wondrous item, common Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. |
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Oil of Slipperyness | common | Roll20 | DDHC00-GSM Ghosts of Saltmarsh – Chapter 7: Tammeraut's Fate | Show | ||
Oatbow | very_rare | Downtime (Saltmarsh) | Purchase Log | Show | ||
Notes:
Requires Attunement When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn. When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage. While your Sworn Enemy lives, you have disadvantage on Attack rolls with all other Weapons. Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. |
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Helm of Brilliance | uncommon | DDAL-DRW03 Saving Silverbeard | Show | |||
Notes:
Requires Attunement This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan. This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. • As long as the helm has at least one ruby, you have resistance to fire damage. • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. |
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+1 plate amor | rare | DDHC-TYP Against the Giants | Show | |||
Studded Leather +2 | very_rare | DDHC-TYP Against the Giants | Show | |||
Dragon Slayer | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns. |
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Battle Standard of Infernal Power | very_rare | Trade Log | Show | |||
Notes:
Very Rare |