Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Lor'shon Va'na'eel (Rod of Absorption)
very_rare
DDAL 00-02E: Forgotten Foes
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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.
Dwarven Plate
very_rare
CCC-TRI-10 Contact
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Notes:
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
This item can be found in the Dungeon Master’s Guide
Decanter of Endless Water
uncommon
CCC-ARCON 01-03 Pharmacist Wanted
Trade Log
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Notes:
Decanter of Endless Water
Uncommon
Decanter of Endless Water Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.
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.
Helm of Underwater Action
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
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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.
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.
Cloak of Protection
uncommon
DDHC00-GSM-04 Salvage Operation
DDHC00-GSM-04 Salvage Operation
Show
Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Boots of Striding and Springing
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
Show
Notes:
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Mithral Half Plate Armor
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 Isle of the Abbey
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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.
Bag of Holding
uncommon
DDHC00-GSM-5 Isle of the Abbey
DDHC00-GSM-5 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 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.
Cli Lyre
rare
DDHC00-GSM Chapter 8: The Styes (Das Geschwür)
DDHC00-GSM Chapter 8: The Styes (Das Geschwür)
Show
Notes:
Cli Lyre
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following 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.
You can use an action to play the instrument and 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Brooch of Shielding
uncommon
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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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.
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
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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.
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
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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.
Folding Boot
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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Notes:
Folding Boot
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.
Breastplate +1
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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Notes:
Breastplate +1
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Charm of Plant Command
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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Notes:
Charm of Plant Command
Wondrous item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Bag of Holding
uncommon
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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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 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.
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
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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.
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.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Dwarven Plate | very_rare | CCC-TRI-10 Contact | Show | |||
Notes:
Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide |
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Decanter of Endless Water | uncommon | CCC-ARCON 01-03 Pharmacist Wanted | Trade Log | Show | ||
Notes:
Decanter of Endless Water |
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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. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | 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. |
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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. |
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Cloak of Protection | uncommon | DDHC00-GSM-04 Salvage Operation | DDHC00-GSM-04 Salvage Operation | Show | ||
Notes:
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Boots of Striding and Springing | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 Isle of the Abbey | Show | ||
Notes:
Boots of Striding and Springing While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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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. |
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Bag of Holding | uncommon | DDHC00-GSM-5 Isle of the Abbey | DDHC00-GSM-5 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 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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Cli Lyre | rare | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | DDHC00-GSM Chapter 8: The Styes (Das Geschwür) | Show | ||
Notes:
Cli Lyre An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following 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. You can use an action to play the instrument and 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Brooch of Shielding | 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:
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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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. |
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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. |
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Folding Boot | 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:
Folding Boot 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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Breastplate +1 | 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:
Breastplate +1 You have a +1 bonus to AC while wearing this armor. |
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Charm of Plant Command | 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:
Charm of Plant Command This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. |
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Bag of Holding | 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:
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 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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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. |
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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. |