Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Bloodwell vial +1 (U)
uncommon
AL lvl 5 item
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Last Light of Northkeep (Candle of the Deep) (C)
common
CCC-BMW-02-City in the Dephts
CCC-BMW-02-City in the Dephts
Show
Notes:
Last Light of Northkeep (Candle of the Deep)
Wondrous object, Common
This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel.
Necklace of Adaptation (U-A)
uncommon
CCC-RPSG-02 Ooze next?
CCC-RPSG-02 Ooze next?
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Cloak of the Manta Ray (U)
uncommon
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Cloak of the Manta Ray
Wondrous item, 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.
+1 Scale Mail (R)
rare
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Made of magically strengthened driftwood with coral embellishments.
Staff of Fire (VR-A)
very_rare
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
Show
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Earhorn of Hearing
common
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the Deafened condition on you.
Sentinel shield (U)
uncommon
Ghost of Saltmarsh
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Instrument of the Bards (Cli Lyre) (R-A)
rare
Ghost of Saltmarsh ch. 8 The Styes
Ghost of Saltmarsh ch. 8 The Styes
Show
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
Instruments of the Bards (Canaith Mandolin, Cli Lyre, Anstruth Harp,
Ollamh Harp, Fochlucan Bandore, Doss lute, Mac-Fuirmidh cittern)
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
+1 breastplate (R)
rare
Ghost of Saltmarsh: Tammeraut’s Fate
Ghost of Saltmarsh: Tammeraut’s Fate
Show
Notes:
Breastplate +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
AC: 15 + Dex modifier (max +2)
Weight: 20
Brooch of Shielding (U-A)
uncommon
Ghost of Saltmarsh: Tammeraut’s Fate
Ghost of Saltmarsh: Tammeraut’s Fate
Show
Notes:
Brooch of Shielding
Wondrous item, Uncommon (requires Attunement)
While wearing this brooch, you have Resistance to force Damage, and you have immunity to Damage from the Magic Missile spell.
Wand of Magic Missiles (U)
uncommon
Ghost of Saltmarsh - The Final Enemy
Ghost of Saltmarsh - The Final Enemy
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Staff of the python (U,A)
uncommon
Ghost of Saltmarsh - The Final Enemy
Ghost of Saltmarsh - The Final Enemy
Show
Notes:
Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Medallion of Thoughts (U,A)
uncommon
Ghost of Saltmarsh - The Final Enemy
Ghost of Saltmarsh - The Final Enemy
Show
Notes:
Medallion of Thoughts
Wondrous item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Headband Of Intellect (U,A)
uncommon
Ghost of Saltmarsh - The Final Enemy
Ghost of Saltmarsh - The Final Enemy
Show
Notes:
Headband Of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Necklace of Adaptation (U,A)
uncommon
Ghost of Saltmarsh - The Final Enemy
Ghost of Saltmarsh - The Final Enemy
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Cloak of protection (U,A)
uncommon
Ghosts of Saltmarsh
Ghosts of Saltmarsh
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Boots of Springing and Striding (U,A)
uncommon
Ghosts of Saltmarsh: Isle of the Abbey
Ghosts of Saltmarsh: Isle of the Abbey
Show
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.
Bag of Holding (U)
uncommon
Ghosts of Saltmarsh: Isle of the Abbey
Ghosts of Saltmarsh: Isle of the Abbey
Show
Notes:
Bag of Holding
Wondrous item, uncommon
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.
Bag of Holding (U)
uncommon
Ghosts of Saltmarsh, Tammerauth’s fate
Ghosts of Saltmarsh, Tammerauth’s fate
Show
Notes:
Wondrous item, uncommon
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.
Weight: 15
Name | Rarity | Location ▲ | Table | Result | Source | |
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Bloodwell vial +1 (U) | uncommon | AL lvl 5 item | DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey | Show | ||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Last Light of Northkeep (Candle of the Deep) (C) | common | CCC-BMW-02-City in the Dephts | CCC-BMW-02-City in the Dephts | Show | ||
Notes:
Last Light of Northkeep (Candle of the Deep) Wondrous object, Common This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel. |
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Necklace of Adaptation (U-A) | uncommon | CCC-RPSG-02 Ooze next? | CCC-RPSG-02 Ooze next? | Show | ||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Cloak of the Manta Ray (U) | uncommon | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
Notes:
Cloak of the Manta Ray 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. |
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+1 Scale Mail (R) | rare | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
Notes:
Made of magically strengthened driftwood with coral embellishments. |
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Staff of Fire (VR-A) | very_rare | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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Earhorn of Hearing | common | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the Deafened condition on you. |
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Sentinel shield (U) | uncommon | Ghost of Saltmarsh | DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey | Show | ||
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Instrument of the Bards (Cli Lyre) (R-A) | rare | Ghost of Saltmarsh ch. 8 The Styes | Ghost of Saltmarsh ch. 8 The Styes | Show | ||
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. Instruments of the Bards (Canaith Mandolin, Cli Lyre, Anstruth Harp, |
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+1 breastplate (R) | rare | Ghost of Saltmarsh: Tammeraut’s Fate | Ghost of Saltmarsh: Tammeraut’s Fate | Show | ||
Notes:
Breastplate +1 You have a +1 bonus to AC while wearing this armor. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. AC: 15 + Dex modifier (max +2) |
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Brooch of Shielding (U-A) | uncommon | Ghost of Saltmarsh: Tammeraut’s Fate | Ghost of Saltmarsh: Tammeraut’s Fate | Show | ||
Notes:
Brooch of Shielding While wearing this brooch, you have Resistance to force Damage, and you have immunity to Damage from the Magic Missile spell. |
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Wand of Magic Missiles (U) | uncommon | Ghost of Saltmarsh - The Final Enemy | Ghost of Saltmarsh - The Final Enemy | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Staff of the python (U,A) | uncommon | Ghost of Saltmarsh - The Final Enemy | Ghost of Saltmarsh - The Final Enemy | Show | ||
Notes:
Staff of the Python You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Medallion of Thoughts (U,A) | uncommon | Ghost of Saltmarsh - The Final Enemy | Ghost of Saltmarsh - The Final Enemy | Show | ||
Notes:
Medallion of Thoughts The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. |
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Headband Of Intellect (U,A) | uncommon | Ghost of Saltmarsh - The Final Enemy | Ghost of Saltmarsh - The Final Enemy | Show | ||
Notes:
Headband Of Intellect Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. |
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Necklace of Adaptation (U,A) | uncommon | Ghost of Saltmarsh - The Final Enemy | Ghost of Saltmarsh - The Final Enemy | Show | ||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Cloak of protection (U,A) | uncommon | Ghosts of Saltmarsh | Ghosts of Saltmarsh | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Boots of Springing and Striding (U,A) | uncommon | Ghosts of Saltmarsh: Isle of the Abbey | Ghosts of Saltmarsh: Isle of the Abbey | Show | ||
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance. |
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Bag of Holding (U) | uncommon | Ghosts of Saltmarsh: Isle of the Abbey | Ghosts of Saltmarsh: Isle of the Abbey | Show | ||
Notes:
Bag of Holding 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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Bag of Holding (U) | uncommon | Ghosts of Saltmarsh, Tammerauth’s fate | Ghosts of Saltmarsh, Tammerauth’s fate | Show | ||
Notes:
Wondrous item, uncommon 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. Weight: 15 |