Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
UC/A - Rod of the Pact Keeper +1
uncommon
SJA-04 Behold H'Catha
SJA-04 Behold H'Catha (Character Log)
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Notes:
Rod, Uncommon (Requires Attunement by a Warlock)
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
UC - Light Crossbow +1
uncommon
Level 5
SJA-04 Behold H'Catha (Character Log)
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Notes:
Weapon (Light Crossbow), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
UC - Wildspace Orrery
uncommon
DDHC-LoX-05 Living on the Edge
DDHC-LoX-05 Living on the Edge (Character Log)
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Notes:

Wondrous item, Uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.
UC - Robe of Useful Items
uncommon
DDHC-LoX-05 Living on the Edge
DDHC-LoX-05 Living on the Edge (Character Log)
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Notes:
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
Additionally
Bag of 100 gp
2 Iron doors (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
4 potions of healing
Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
Portable ram
R - Breastplate +1
rare
DDHC-LoX 3 Treacherous Salvage (Character Log)
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Notes:
Armor (Breastplate), Rare
You have a +1 bonus to Armor Class while wearing this armor.
The breastplate is embossed with tentacles.
R/A - Spelljamming Helm
rare
DDHC-LoX-02 Attack of the Star Moth
DDHC-LoX-02 Attack of the Star Moth (Character Log)
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Notes:
Wondrous item, Rare (Requires Attunement by a Spellcaster)
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not painful.
While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):
You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.
You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship.
At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.
Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.
R/A - Ioun Stone Reserve
rare
DDHC-LoX-03 Treacherous Salvage
DDHC-LoX 3 Treacherous Salvage (Character Log)
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Notes:
Wondrous Item, rarity varies (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
VR - Fisch Suit
very_rare
DDHC-LoX-05 Living on the Edge
DDHC-LoX-05 Living on the Edge (Character Log)
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Notes:

Wondrous item, Very Rare
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
UC/A - Rod of the Pact Keeper +1 | uncommon | SJA-04 Behold H'Catha | SJA-04 Behold H'Catha (Character Log) | Show | ||
Notes:
Rod, Uncommon (Requires Attunement by a Warlock) While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. |
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UC - Light Crossbow +1 | uncommon | Level 5 | SJA-04 Behold H'Catha (Character Log) | Show | ||
Notes:
Weapon (Light Crossbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
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UC - Wildspace Orrery | uncommon | DDHC-LoX-05 Living on the Edge | DDHC-LoX-05 Living on the Edge (Character Log) | Show | ||
Notes:
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location. |
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UC - Robe of Useful Items | uncommon | DDHC-LoX-05 Living on the Edge | DDHC-LoX-05 Living on the Edge (Character Log) | Show | ||
Notes:
Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack Additionally Bag of 100 gp 2 Iron doors (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself. Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 4 potions of healing Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach Portable ram |
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R - Breastplate +1 | rare | DDHC-LoX 3 Treacherous Salvage (Character Log) | Show | |||
Notes:
Armor (Breastplate), Rare You have a +1 bonus to Armor Class while wearing this armor. The breastplate is embossed with tentacles. |
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R/A - Spelljamming Helm | rare | DDHC-LoX-02 Attack of the Star Moth | DDHC-LoX-02 Attack of the Star Moth (Character Log) | Show | ||
Notes:
Wondrous item, Rare (Requires Attunement by a Spellcaster) The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more. The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not painful. While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell): You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours. You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it. Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends. |
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R/A - Ioun Stone Reserve | rare | DDHC-LoX-03 Treacherous Salvage | DDHC-LoX 3 Treacherous Salvage (Character Log) | Show | ||
Notes:
Wondrous Item, rarity varies (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. |
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VR - Fisch Suit | very_rare | DDHC-LoX-05 Living on the Edge | DDHC-LoX-05 Living on the Edge (Character Log) | Show | ||
Notes:
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. |