Description: Dried meats, hard biscuits, and enough preserved fruit to keep scurvy at bay.
Effect: When consumed during a short rest, you can roll one additional Hit Die to regain hit points.
Price: 5 gp
Description: A hearty mix of fish, potatoes, and whatever else they managed to throw in. Served hot.
Effect: For the next 8 hours, you have advantage on Constitution saving throws against exhaustion and environmental effects such as extreme cold or heat.
Price: 10 gp
Description: A potent rum favored by pirates across the skies.
Effect: For 1 hour after drinking, you have advantage on saving throws against being frightened. However, you have disadvantage on Dexterity ability checks and attack rolls during this time.
Price: 2 gp per bottle
Description: A rare herbal tea brewed from leaves found in high-altitude regions. It sharpens the senses.
Effect: For 1 hour after consuming this tea, you have advantage on initiative rolls.
Price: 15 gp per pouch
Description: A blend of spices that keep rations fresh and edible longer.
Effect: A single jar can preserve up to 10 days’ worth of rations.
Price: 25 gp per jar
Description: A sleek, slightly curved blade with a basket hilt, perfect for close-quarters combat on the deck of a ship.
Effect: This magic weapon grants a +1 bonus to attack and damage rolls. Additionally, when you attack a creature within 5 feet of one of your allies, you deal an extra 1d6 damage.
Price: 500 gp
Description: A lightweight crossbow with a wind-bent stock, designed to fire in high winds.
Effect: Ignores disadvantage from strong winds.
Price: 75 gp
Description: A tightly packed pouch of explosive powder.
Effect: Can be used to create a 10-foot explosion when lit and thrown. Deals 2d6 fire damage (DC 12 Dexterity save for half damage).
Price: 50 gp per pouch
Description: A reinforced leather armor dyed crimson red, worn by many infamous pirates.
Effect: Once per short rest, when you take slashing damage, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus.
Price: 400 gp
Description: A sturdy helmet enchanted to protect against psychic effects.
Effect: Grants advantage on saving throws against being charmed or frightened.
Price: 500 gp
Description: Boots that feel light as air and leave faint wind trails when moving.
Effect: Grants the wearer a flying speed of 30 feet for up to 10 minutes per day. The time can be used in 1-minute increments. Once the total duration is used, it can't be used again until the next dawn.
Price: 1,500 gp
Description: An enchanted map that updates to show the surrounding area.
Effect: When unfolded, the map displays a 10-mile radius around the user, including terrain features and significant landmarks. It updates in real-time as you move.
Price: 800 gp
Description: A bottle that, when opened, releases a continuous gust.
Effect: Acts as the gust of wind spell (DC 13), lasting as long as the bottle remains open. Can be used for up to 1 hour per day, divided as you choose.
Price: 600 gp
Description: A shell amulet that emits a haunting melody when activated.
Effect: Once per day, you can cast Suggestion (save DC 13) on a creature that can hear the melody.
Price: 700 gp
Description: A cloak woven from wisps of clouds.
Effect: Allows the wearer to cast Feather Fall on themselves at will. Additionally, once per long rest, they can cast Misty Step.
Price: 1,000 gp
Description: A polished, black compass that always points to the nearest portal to the Astral Plane.
Effect: Reveals the location of any interplanar gateways within 1 mile.
Price: 1,000 gp
Description: A heavy, iron gauntlet crackling with residual storm energy.
Effect: Once per long rest, you can use the gauntlet to cast Lightning Bolt (save DC 14).
Price: 600 gp
Description: An ornately carved spyglass said to have belonged to an ancient pirate king.
Effect: Reveals the true nature of any ship, including hidden compartments and illusions concealing its appearance.
Price: 800 gp
Description: A small, intricately designed anchor that shimmers with a soft glow.
Effect: Once per day, you can activate the anchor to create a 30-foot-radius sphere centered on it. For 1 hour, creatures within this area cannot teleport or be forcibly moved by spells or effects unless they succeed on a DC 15 Charisma saving throw.
Price: 2,500 gp