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)
Show
Notes:
Weapon (Light Crossbow), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
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.
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.
VR - Fish Suit
very_rare
DDHC-LoX-05 Living on the Edge
DDHC-LoX-05 Living on the Edge (Character Log)
Show
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.
UC - Wildspace Orrery
uncommon
DDHC-LoX-05 Living on the Edge
DDHC-LoX-05 Living on the Edge (Character Log)
Show
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)
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
R - Portable Hole
rare
DDHC-LoX-12 Light of Xaryxis
DDHC-LoX-12 Light of Xaryxis (Character Log)
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Notes:
Wondrous Item, Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
R - Chain Mail +1
rare
DDHC-LoX-12 Light of Xaryxis
DDHC-LoX-12 Light of Xaryxis (Character Log)
Show
Notes:
Armor (Chain Mail), Rare
You have a +1 bonus to Armor Class while wearing this armor.
UC - Greatsword +1
uncommon
DDHC-LoX-12 Light of Xaryxis
DDHC-LoX-12 Light of Xaryxis (Character Log)
Show
Notes:
Weapon (Greatsword), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
| 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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| 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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| 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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| VR - Fish 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. |
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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 - Portable Hole | rare | DDHC-LoX-12 Light of Xaryxis | DDHC-LoX-12 Light of Xaryxis (Character Log) | Show | ||
|
Notes:
Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in 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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| R - Chain Mail +1 | rare | DDHC-LoX-12 Light of Xaryxis | DDHC-LoX-12 Light of Xaryxis (Character Log) | Show | ||
|
Notes:
Armor (Chain Mail), Rare You have a +1 bonus to Armor Class while wearing this armor. |
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| UC - Greatsword +1 | uncommon | DDHC-LoX-12 Light of Xaryxis | DDHC-LoX-12 Light of Xaryxis (Character Log) | Show | ||
|
Notes:
Weapon (Greatsword), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
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