Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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.

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.

Longsword +1 (U) uncommon Ghosts of Saltmarsh: The danger at Dunwater Ghosts of Saltmarsh: The danger at Dunwater Show
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.

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.

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.

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.

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.

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, 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

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

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.

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.

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.

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.

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.