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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Medallion of thoughts uncommon DDHC-GoSM The Final Enemy Show
Notes:

Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn

Moon Sickle +1 uncommon DDHC-GoSM Salvage Operation Show
Notes:

Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it

Necklace of Adaptation uncommon CCC-RPSG-01 Ooze There Show
Notes:

Wondrous Item, uncommon, requires attunement
A rectangular shard of pearlescent shell dangles from this chain of chased links. By speaking the motto of the Company of the Pearl Shell (Dive Deep, Thrive Rich), its wearer can cause the shell to shed bright light in a 10-ft radius and dim light for an additional 10- ft, or extinguish the light.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Necklace of Adaptation uncommon DDHC-GoSM The Final Enemy Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Pipe of Remembrance common DDHC00-GSM The Sinister Secret of Saltmarsh Show
Notes:

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.

Ring of Free Action rare DDHC-GoSM Tammeraut’s Fate 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.

Scale Mail +1 rare DDHC-GoSM The Final Enemy Show
Notes:

Armor (scale mail), rare
*This armor is made of magically strengthened driftwood with coral embellishments *
You have a +1 bonus to AC while wearing this armor.

Sentinel Shield uncommon DDHC-GoSM Salvage Operation Show
Notes:

Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Sling +2 rare Trade Log Show
Notes:

Weapon (sling), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Staff of the Python uncommon DDHC-GoSM The Final Enemy Show
Notes:

Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Vicious Sling uncommon Trade Log Show
Notes:

Weapon (sling), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Wand of Magic Missiles uncommon DDHC-GoSM The Final Enemy Show
Notes:

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.