Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Helm of Underwater Action
uncommon
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Helm of Underwater Action
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Dolphins jumping out of the water decorate the helmet.
Immovable Rod
uncommon
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Immovable Rod
Rod, uncommon
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.
Lantern of Revealing
uncommon
CCC-CONMAR 01-01 Helping Hands
Trade Log
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Lor'shon Va'na'eel (Rod of Absorption)
very_rare
DDAL 00-02E: Forgotten Foes
Show
Notes:
Lor'shon Va'na'eel (Rod of Absorption)
Wondrous Item, very rare (requires attunement by a wizard)
While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist.
Mariner's Armor (Scale Mail)
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM The Sinnister Secret of Saltmarsh
Show
Notes:
Mariner's Armor (Scale Mail)
Armor (medium), uncommon
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.
Mithral Half Plate Armor
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
Show
Notes:
Mithral Half Plate Armor
Medium armor, uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Noot Suit (Fish Suit)
very_rare
SJ-DC-DWR-02 Last Flight of the Orca
SJ-DC-DWR-02 Last Flight of the Orca
Show
Notes:
Noot Suit (Fish Suit)
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.
This item is found in the Astral Adventurer’s Guide.
Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.
The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Pearl of Power
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Pipe of Remembrance
common
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM The Sinnister Secret of Saltmarsh
Show
Notes:
Pipe of Remembrance
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.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Quaal’s feather token (anchor)
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Quaal’s feather token (anchor)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Ring of Free Action
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Ring of Free Action
Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
Selendang Bomoh (Mantle of Spell Resistance)
rare
WBW-DC-DMM-01 The Soltitude of Solace
Trade Log
Show
Notes:
Selendang Bomoh (Mantle of Spell Resistance)
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Stone of Good Luck (Luckstone)
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM The Sinnister Secret of Saltmarsh
Show
Notes:
Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Helm of Underwater Action | uncommon | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | ||
Notes:
Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. Dolphins jumping out of the water decorate the helmet. |
||||||
Immovable Rod | uncommon | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | ||
Notes:
Immovable Rod 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. |
||||||
Lantern of Revealing | uncommon | CCC-CONMAR 01-01 Helping Hands | Trade Log | Show | ||
Notes:
Lantern of Revealing While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
||||||
Lor'shon Va'na'eel (Rod of Absorption) | very_rare | DDAL 00-02E: Forgotten Foes | Show | |||
Notes:
Lor'shon Va'na'eel (Rod of Absorption) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. |
||||||
Mariner's Armor (Scale Mail) | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM The Sinnister Secret of Saltmarsh | Show | ||
Notes:
Mariner's Armor (Scale Mail) 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. |
||||||
Mithral Half Plate Armor | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 Isle of the Abbey | Show | ||
Notes:
Mithral Half Plate Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. |
||||||
Noot Suit (Fish Suit) | very_rare | SJ-DC-DWR-02 Last Flight of the Orca | SJ-DC-DWR-02 Last Flight of the Orca | Show | ||
Notes:
Noot Suit (Fish Suit) 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. This item is found in the Astral Adventurer’s Guide. Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them. The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
||||||
Pearl of Power | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
||||||
Pipe of Remembrance | common | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM The Sinnister Secret of Saltmarsh | Show | ||
Notes:
Pipe of Remembrance 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. |
||||||
Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
||||||
Quaal’s feather token (anchor) | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | ||
Notes:
Quaal’s feather token (anchor) This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. |
||||||
Ring of Free Action | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | ||
Notes:
Ring of Free Action While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. |
||||||
Selendang Bomoh (Mantle of Spell Resistance) | rare | WBW-DC-DMM-01 The Soltitude of Solace | Trade Log | Show | ||
Notes:
Selendang Bomoh (Mantle of Spell Resistance) Wondrous Item, Rare (Requires Attunement) Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
||||||
Stone of Good Luck (Luckstone) | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM The Sinnister Secret of Saltmarsh | Show | ||
Notes:
Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |