Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
The Blink Dog’s Guide to Transversing the Feywild
rare
Assignment 5 (Season 11a -Rare Rewards)
Assignment 5 (Season 11a -Rare Rewards)
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
3 lb.
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons (see Tasha’s
Cauldron of Everything)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
- If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
- When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Wand of Fireballs
rare
Assignment 8 Season 11b
Assignment 8 Season 11b
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
Sun Blade
rare
Assignment 9 Season 11b
Assignment 9 Season 11b
Show
Notes:
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
+1 Arcane Grimoire
uncommon
DC-PoA "Why does it still flow"
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Pearl of Power
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, 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 was 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 HC Salvage Operation
DDHC00-GSM HC Salvage Operation
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Sentinel Shield
uncommon
DDHC00-GSM HC Salvage Operation
DDHC00-GSM HC 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.
Pipe of Remembrance
common
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM-01 The Sinnister 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.
Mariner's Armor (Scale Mail)
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM-01 The Sinnister Secret of Saltmarsh
Show
Notes:
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.
Bag of Holding
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM-01 The Sinnister Secret of Saltmarsh
Show
Notes:
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.
Luckstone
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
DDHC00-GSM-01 The Sinnister Secret of Saltmarsh
Show
Notes:
Wondrous item, uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)
Krakenfang (Sword of Life Stealing)
rare
PO-BK-3-07 ON PIRATE'S HONOR
PO-BK-3-07 ON PIRATE'S HONOR
Show
Notes:
Weapon (scimitar), rare (requires attunement)
This bone-crafted, thin bladed scimitar bears intricate engravings of tentacles that snake from blade tip to hilt-a kraken’s head. The remaining tentacles entwine to form the weapons cross guard.
Krakenfang radiates a continuous necrotic magic aura. The scimitar’s surface lightens when it draws blood, from deep black to maroon red. It reverts back to its original color 8 hours after its last use.
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Cape of the Mountebank
rare
PO-BK-3-08 WEEDING OUT TROUBLE
PO-BK-3-08 WEEDING OUT TROUBLE
Show
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Name | Rarity | Location ▲ | Table | Result | Source | |
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The Blink Dog’s Guide to Transversing the Feywild | rare | Assignment 5 (Season 11a -Rare Rewards) | Assignment 5 (Season 11a -Rare Rewards) | Show | ||
Notes:
Wondrous item, rare (requires attunement by a wizard) This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons (see Tasha’s This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
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Wand of Fireballs | rare | Assignment 8 Season 11b | Assignment 8 Season 11b | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. |
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Sun Blade | rare | Assignment 9 Season 11b | Assignment 9 Season 11b | Show | ||
Notes:
This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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+1 Arcane Grimoire | uncommon | DC-PoA "Why does it still flow" | Trade Log | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Pearl of Power | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, major tier, 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 was 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 HC Salvage Operation | DDHC00-GSM HC Salvage Operation | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Sentinel Shield | uncommon | DDHC00-GSM HC Salvage Operation | DDHC00-GSM HC Salvage Operation | Show | ||
Notes:
Armor (shield), uncommon |
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Pipe of Remembrance | common | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM-01 The Sinnister 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. |
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Mariner's Armor (Scale Mail) | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM-01 The Sinnister Secret of Saltmarsh | Show | ||
Notes:
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. |
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Bag of Holding | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM-01 The Sinnister Secret of Saltmarsh | Show | ||
Notes:
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. |
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Luckstone | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | DDHC00-GSM-01 The Sinnister Secret of Saltmarsh | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) |
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Krakenfang (Sword of Life Stealing) | rare | PO-BK-3-07 ON PIRATE'S HONOR | PO-BK-3-07 ON PIRATE'S HONOR | Show | ||
Notes:
Weapon (scimitar), rare (requires attunement) This bone-crafted, thin bladed scimitar bears intricate engravings of tentacles that snake from blade tip to hilt-a kraken’s head. The remaining tentacles entwine to form the weapons cross guard. Krakenfang radiates a continuous necrotic magic aura. The scimitar’s surface lightens when it draws blood, from deep black to maroon red. It reverts back to its original color 8 hours after its last use. When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. |
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Cape of the Mountebank | rare | PO-BK-3-08 WEEDING OUT TROUBLE | PO-BK-3-08 WEEDING OUT TROUBLE | Show | ||
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn. |