Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Immovable Rod (U)
uncommon
Ghosts of Saltmarsh, Tammerauth’s fate
Ghosts of Saltmarsh, Tammerauth’s fate
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Folding boat (R)
rare
Ghosts of Saltmarsh, Tammerauth’s fate
Ghosts of Saltmarsh, Tammerauth’s fate
Show
Notes:
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
A Helm of Underwater Action (U-A)
uncommon
Ghosts of Saltmarsh, Tammerauth’s fate
Ghosts of Saltmarsh, Tammerauth’s fate
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Ring of Free Action (R-A)
rare
Ghosts of Saltmarsh, Tammerauth’s fate
Ghosts of Saltmarsh, Tammerauth’s fate
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry
Longsword +1 (U)
uncommon
Ghosts of Saltmarsh: The danger at Dunwater
Ghosts of Saltmarsh: The danger at Dunwater
Show
Bag of Holding (U)
uncommon
Source: Ghosts of Saltmarsh
Ghosts of Saltmarsh
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, 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 is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Cursed Luckstone (U,A)
uncommon
Source: Ghosts of Saltmarsh
Ghosts of Saltmarsh
Show
Notes:
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.
Pipe of Remembrance (C)
common
Source: Ghosts of Saltmarsh
Ghosts of Saltmarsh
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Mariner's armor scale mail (U)
uncommon
Source: Ghosts of Saltmarsh
Ghosts of Saltmarsh
Show
Notes:
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Immovable Rod (U) | uncommon | Ghosts of Saltmarsh, Tammerauth’s fate | Ghosts of Saltmarsh, Tammerauth’s fate | Show | ||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success |
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Folding boat (R) | rare | Ghosts of Saltmarsh, Tammerauth’s fate | Ghosts of Saltmarsh, Tammerauth’s fate | Show | ||
Notes:
Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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A Helm of Underwater Action (U-A) | uncommon | Ghosts of Saltmarsh, Tammerauth’s fate | Ghosts of Saltmarsh, Tammerauth’s fate | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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Ring of Free Action (R-A) | rare | Ghosts of Saltmarsh, Tammerauth’s fate | Ghosts of Saltmarsh, Tammerauth’s fate | Show | ||
Notes:
Ring, rare (requires attunement) Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry |
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Longsword +1 (U) | uncommon | Ghosts of Saltmarsh: The danger at Dunwater | Ghosts of Saltmarsh: The danger at Dunwater | Show | ||
Bag of Holding (U) | uncommon | Source: Ghosts of Saltmarsh | Ghosts of Saltmarsh | Show | ||
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, 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 is sucked through it to 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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Cursed Luckstone (U,A) | uncommon | Source: Ghosts of Saltmarsh | Ghosts of Saltmarsh | Show | ||
Notes:
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. |
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Pipe of Remembrance (C) | common | Source: Ghosts of Saltmarsh | Ghosts of Saltmarsh | Show | ||
Notes:
Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. |
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Mariner's armor scale mail (U) | uncommon | Source: Ghosts of Saltmarsh | Ghosts of Saltmarsh | Show | ||
Notes:
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |