Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Sapphire Buckler
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain
Show
Notes:
AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Rod of Hellish Flames (Minor Property: Wicked)
very_rare
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
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Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
This item can be found in The Book of Many Things.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol.
Ring of Regeneration
very_rare
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.
Scimitar of Speed
very_rare
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Harmonious. Attuning to this item takes only 1 minute.
Ring of Resistance
rare
Giants of the Star Forge
Show
Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring (Acid). The gem in the ring indicates the type, which the DM chooses or determines randomly.
Greatsword +2
rare
SJ-DC-YZ – 02 – 01 – Where the path may lead us
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Notes:
Weapon (greatsword), rare
You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.
Breastplate +1
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
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Notes:
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Amulet of Health
rare
Trade Log
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Notes:
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution is 19 or higher without it.
Cli Lyre
rare
DDHC00-GSM Chapter 8: The Styes Chapter 4
Show
Notes:
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
Tentacle Rod
rare
Trade Log
Show
Notes:
Rod, rare (requires attunement), Table G
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Censer of Controlling Air Elementals
rare
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Ring of Resistance
rare
Giants of the Star Forge
Show
Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring (Acid). The gem in the ring indicates the type, which the DM chooses or determines randomly.
Iron Bands of Bilarro
rare
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Folding Boat
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
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.
Dragon Wing Bow
rare
Giants of the Star Forge
Show
Notes:
Weapon (Longbow), Rare (Requires Attunement)
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—force
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Ring of Free Action
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
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.
Shield +1
uncommon
DDEX3-05 Bane of the Tradeways
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Notes:
- 1 AC
Wind Fan
uncommon
WBW-DC-FWF Pie in the Sky
Show
Notes:
Wondrous item, uncommon
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Minor Property: Ambassador for Air Elementals
The bearer can speak and understand Primordial while the item is on the bearer's person.
Primordial
Exotic Language
Typical Speakers: Elementals
Script: Dwarvish
Primordial is a guttural language, filled with harsh syllables and hard consonants.
This language is a family which includes the following dialects: Aquan, Auran, Ignan, Terran. Creatures that speak different dialects of the same language can communicate with one another.
Cloak of Protection
uncommon
Trade Log
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and saving throws while you wear this cloak.
displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim.
"Guardian" Guardian Emblem
uncommon
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
Show
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Name | Rarity ▼ | Location | Table | Result | Source | |
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Sapphire Buckler | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain | Show | |||
Notes:
AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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Rod of Hellish Flames (Minor Property: Wicked) | very_rare | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol. |
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Ring of Regeneration | very_rare | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt. |
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Scimitar of Speed | very_rare | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Harmonious. Attuning to this item takes only 1 minute. |
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Ring of Resistance | rare | Giants of the Star Forge | Show | |||
Notes:
Ring, rare (requires attunement) |
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Greatsword +2 | rare | SJ-DC-YZ – 02 – 01 – Where the path may lead us | Show | |||
Notes:
Weapon (greatsword), rare You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. |
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Breastplate +1 | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | |||
Notes:
Armor (medium), rare You have a +1 bonus to AC while wearing this armor. |
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Amulet of Health | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution is 19 or higher without it. |
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Cli Lyre | rare | DDHC00-GSM Chapter 8: The Styes Chapter 4 | Show | |||
Notes:
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 |
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Tentacle Rod | rare | Trade Log | Show | |||
Notes:
Rod, rare (requires attunement), Table G |
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Censer of Controlling Air Elementals | rare | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Ring of Resistance | rare | Giants of the Star Forge | Show | |||
Notes:
Ring, rare (requires attunement) |
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Iron Bands of Bilarro | rare | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Folding Boat | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | |||
Notes:
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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Dragon Wing Bow | rare | Giants of the Star Forge | Show | |||
Notes:
Weapon (Longbow), Rare (Requires Attunement) The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—force If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. |
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Ring of Free Action | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | |||
Notes:
Ring, rare (requires attunement) |
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Shield +1 | uncommon | DDEX3-05 Bane of the Tradeways | Show | |||
Notes:
|
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Wind Fan | uncommon | WBW-DC-FWF Pie in the Sky | Show | |||
Notes:
Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. Minor Property: Ambassador for Air Elementals |
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Cloak of Protection | uncommon | Trade Log | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and saving throws while you wear this cloak. displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim. |
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"Guardian" Guardian Emblem | uncommon | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | Show | |||
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. Minor Poperty: |