Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Magic Missiles
uncommon
DDHC-GoSM The Final Enemy
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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.
Vicious Sling
uncommon
Trade Log
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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.
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.
Sling +2
rare
Trade Log
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Notes:
Weapon (sling), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Sentinel Shield
uncommon
DDHC-GoSM Salvage Operation
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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.
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.
Ring of Free Action
rare
DDHC-GoSM Tammeraut’s Fate
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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.
Pipe of Remembrance
common
DDHC00-GSM The Sinister Secret of Saltmarsh
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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.
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).
Necklace of Adaptation
uncommon
CCC-RPSG-01 Ooze There
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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).
Moon Sickle +1
uncommon
DDHC-GoSM Salvage Operation
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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
Medallion of thoughts
uncommon
DDHC-GoSM The Final Enemy
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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
Mariner's Scale Mail
uncommon
DDHC00-GSM The Sinister Secret of Saltmarsh
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Notes:
Armor (scale mail), 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.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Manual of Quickness of Action
very_rare
Trade Log
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Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Last Light of Northkeep (Candle of the Deep)
common
CCC-BWM-02 The City in the Depths
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Notes:
Wondrous Item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Immovable Rod
uncommon
CCC-ARCANA-01 The Phantom Pursuit
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Notes:
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
Immovable rod
uncommon
DDHC-GoSM Tammeraut’s Fate
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Notes:
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.
Horseshoes of Speed
rare
Service Reward: Rare
Show
Notes:
Wondrous Item, rare
These horseshoes were forged for the Hellriders in the days before The Companion to be used on patrols of the roads around the Fields of the Dead. They alight with harmless, white flame when undead are within 120 feet.
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Sentinel minor magic item property (undead)
Helm of Underwater Action
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
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.
Headband of Intellect
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wand of Magic Missiles | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wand, uncommon 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. |
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Vicious Sling | uncommon | Trade Log | Show | |||
Notes:
Weapon (sling), rare |
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Staff of the Python | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock) 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. |
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Sling +2 | rare | Trade Log | Show | |||
Notes:
Weapon (sling), rare |
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Sentinel Shield | uncommon | DDHC-GoSM Salvage Operation | Show | |||
Notes:
Armor (shield), uncommon |
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Scale Mail +1 | rare | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Armor (scale mail), rare |
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Ring of Free Action | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Ring, rare (requires attunement) |
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Pipe of Remembrance | common | DDHC00-GSM The Sinister Secret of Saltmarsh | Show | |||
Notes:
Wondrous Item, common |
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Necklace of Adaptation | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Necklace of Adaptation | uncommon | CCC-RPSG-01 Ooze There | Show | |||
Notes:
Wondrous Item, uncommon, requires attunement |
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Moon Sickle +1 | uncommon | DDHC-GoSM Salvage Operation | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) 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 |
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Medallion of thoughts | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Mariner's Scale Mail | uncommon | DDHC00-GSM The Sinister Secret of Saltmarsh | Show | |||
Notes:
Armor (scale mail), uncommon This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Last Light of Northkeep (Candle of the Deep) | common | CCC-BWM-02 The City in the Depths | Show | |||
Notes:
Wondrous Item, common |
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Immovable Rod | uncommon | CCC-ARCANA-01 The Phantom Pursuit | Show | |||
Notes:
Rod, uncommon |
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Immovable rod | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Rod, uncommon |
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Horseshoes of Speed | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. |
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Helm of Underwater Action | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Headband of Intellect | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |