Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+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
+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.
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.
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
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.
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
Bloodwell vial +1 (U)
uncommon
AL lvl 5 item
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
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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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Longsword +1 (U)
uncommon
Ghosts of Saltmarsh: The danger at Dunwater
Ghosts of Saltmarsh: The danger at Dunwater
Show
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.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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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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+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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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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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 | 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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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 |
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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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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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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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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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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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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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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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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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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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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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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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Longsword +1 (U) | uncommon | Ghosts of Saltmarsh: The danger at Dunwater | Ghosts of Saltmarsh: The danger at Dunwater | Show | ||
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. |
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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. |