TEXT: Manual of Marine Magic, Volume 1
  18 Nautical Magic Items for
  Fastidious Fishermen, Seasick Sailors, and Plundering pirates
  by XhangoGames
  (For comments, questions, corrections, or critiques, please contact XhangoGames on Reddit, here)
  
  Common
  Tidewatch Pendant
  Wondrous Item, common
  This circular silver pendant has a flat front. Different hues of
  blue play out across the front of the amulet in wave patterns.
  By taking a few moments to study the pendant you can tell
  whether it is high or low tide, and relatively how long until
  the tide starts to change.
  Helmsman's Hat
  Wondrous Item, common
  While wearing this fashionable three-cornered hat (called a
  tricorne), you always know which direction North is.
  Fleet Map
  Wondrous Item, common
  Fleet maps are carefully guarded treasures and are a
  significant liability if they fall into enemy hands. A fleet map
  is an enchanted world map that displays the real-time
  location of all other linked fleet maps. Each map is
  designated as belonging to a specific ship. Thus, if you were
  able to steal a fleet map from a different ship, your ship
  would still broadcast its location as though it were the
  original ship, and you could track other ship movements.
  Uncommon
  Brooch of the Sea Cucumber
  Wondrous Item, uncommon, (requires attunement)
  With a beautiful orange hue, this dazzling brooch is the
  definition of high society fashion. Its effect, less so.
   
  This brooch has 3 charges and regains all expended charges
  daily at dawn. When a creature within 5 feet damages you,
  you can use your reaction to expend 1 of the brooch's charges
  and vomit up bile and non-essential organs (such as your
  spleen, gallbladder, or appendix) on the attacker. The target
  must make a DC14 Constitution saving throw. They take
  2d10 acid damage on a failed save, or half as much damage
  on a successful one. Your vomited organs and viscera regrow
  in a matter of moments.
   
  Additionally, while not using the brooch's other ability, you
  gain a +2 to Persuasion or Deception checks if the subject at
  hand is fashion (what looks stylish, what's in fashion, etc.)
  Electric Eel Whip
  Weapon (whip), uncommon
  This whip's wooden, insulated handle depicts two eels
  twisted together. It deals an extra 1d4 lightning damage.
  Quarterstaff of the Fisher-Warrior
  Weapon (quarterstaff/whip), uncommon (requires
  attunement)
  This quarterstaff has a fishing line hidden within its core. As
  a bonus action it can be transformed either into a whip (and
  fishing rod) or from a whip back to a quarterstaff. You have a
  +1 bonus to attack and damage rolls made with this magic
  weapon, and are considered proficient with whips if you are
  proficient with a quarterstaff.
   
  Additionally, it has the following abilities. Once used, each
  ability can't be used again until the next dawn:
  Big catch (whip only): After hitting a large or smaller
  creature with an attack, you can attempt to reel them in.
  You and that creature initiate a Strength contest. If you
  succeed, the target is pulled up to 10 feet towards you. If
  you fail, nothing happens.
  Catch and release (quarterstaff only): When you hit a
  creature, you may choose to deliver an extra forceful blow,
  dealing an extra die of damage. The target must succed on
  a DC14 Strength saving throw or be knocked back 5 feet
  and prone.
  Belly up: When you hit a creature with a swimming speed,
  you may choose to deal an extra 2d10 damage
  (bludgeoning if quarterstaff, slashing if whip).
  2
  
  Uncommon (Continued)
  Anglerfish Headband
  Wondrous Item, uncommon
  While wearing this headband, you may speak its command
  word to manifest or extinguish a small, fist size orb of light
  that floats just above your head and moves with it. This orb of
  light sheds 30 feet of dim blue light in a radius around you.
  As a bonus action, you may concentrate on the light and
  make it flicker in a hypnotizing pattern. Each other creature
  within a 30 foot radius must make a DC10 Wisdom saving
  throw or be charmed. A creature charmed this way must
  spend its movement on its next turn to move to the light. A
  creature with 7 or less intelligence has disadvantage on the
  saving throw. Once used, this ability can't be used again until
  the next dawn.
  Astraltrawler Net
  Weapon (net), uncommon
  This net has golden filaments interwoven into its silken rope.
  This, coupled with the enchantments on the net, allow it to
  hit and restrain ethereal or incorporeal creatures. This net is
  stronger than a normal net, requiring a creature to make a
  DC12 Strength check to free itself. If the net is destroyed, it
  will reknit and repair itself over the course of a week.
  Flintlock Rod
  Wondrous Item, uncommon
  This intricate rod can hold a single rock or metal pellet at a
  time. When dormant, it is moderately warm to the touch.
  When fired red runes glow along its wooden handle.
   
  This rod has 3 charges. As an action, you may activate this
  rod, firing a small metal projectile out of it to attack a target.
  This attack has a range of (30/60), uses a +5 to hit, and does
  3d6 piercing damage.
   
  After being used, the rod is de-activated, and the wielder must
  spend an action to load another pellet and re-arm the rod. It
  regains 1d3 spent charges daily at dawn.
  Blue Footed Booties
  Wondrous Item, uncommon
  These fine blue boots are especially fancy with lots of
  unnecessary frills. As a bonus action, you can activate these
  boots, letting you walk on water for the next minute. Once
  this ability is activated, it can't be used again until the next
  dawn.
  3
  
  Rare
  Feather Token, Seahorse
  Wondrous Item, rare
  This tiny object looks like a feather. Different types of feather
  tokens exist, each with a different single-use effect.
   
  Seahorse: You can use an action to snap the token in half.
  When you do, there is a flash of light, and a large, rideable,
  quasi-real seahorse named Seahorsecephalus appears in
  front of you. This seahorse has a saddle, bit, and bridle
  specifically fashioned for it. It floats two feet off the ground,
  hovering in mid-air. Use the statistics of the Warhorse for this
  creature, with a 60 foot hover speed and swimming speed
  instead of its movement speed. It can breathe in both air and
  water. Additionally, Seahorsecephalus is unusually intelligent,
  and has an intelligence of 6. It can communicate with you
  telepathically (60 foot range) and knows Common. It can
  travel 7 miles an hour, or 10 miles if moving at a fast pace.
   
  This seahorse and its equipment lasts 1 hour, or until it drops
  to 0 hitpoints. After the 1 hour duration, the seahorse
  gradually slows down and fades, giving the rider 1 minute to
  dismount. If it reaches 0 hit points, it instantly disappears.
  The equipment accompanying it also disappears when it
  does.
  Bracers of the Mantis Shrimp
  Wondrous Item, rare (requires attunement)
  These dazzling, multi-color bracers are inspired by the
  mantis shrimp. A mantis shrimp's punch is so quick that it
  vaporizes the water around it.
   
  While wearing these bracers, your Unarmed Strikes are
  incredibly fast. Your Unarmed Strikes cause a shockwave 
  of collapsing air, dealing an extra 
  1d4 thunder damage.
  Sunfish Shield
  Armor (shield), rare (requires attunement)
  This shield has been crafted to resemble a sunfish (also
  known as the Mola Mola). While holding this shield, you gain
  a +1 bonus to AC. This bonus is in addition to the shield's
  normal bonus to AC. Additionally, you are resistant to radiant
  damage while carrying this shield.
   
  This shield has two charges. Both charges restore each day at
  dawn if the shield was exposed to sunlight for at least an hour
  on the previous day. As a bonus action, you may expend one
  of the charges, shooting a ray of light towards a creature.
  That creature must make a DC14 Constitution saving throw.
  On a failed save, that creature takes 1d8 radiant damage and
  is blinded until your next turn. On a succesful save, that
  creature takes half as much damage and isn't blinded.
   
  A shield is made from wood or metal and is carried in one
  hand. Wielding a shield increases your Armor Class by 2. You
  can benefit from only one shield at a time.
  4
  
  Very Rare
  Babel Fish
  Wondrous Item, very rare
  This small yellow fish is highly prized by diplomats, kings,
  and other dignitaries. Once placed in your ear, the fish lives
  there happily, letting you instantly understand anything said
  to you as though it were your native language. You cannot
  read or speak any additional languages.
  Drawmij's Incredible Fish Tin
  Wondrous Item, very rare
  This fish tin is enchanted with powerful conjuration magic.
  As an action, you may open the tin and speak the name of one
  of the listed fish below. The tin vanishes, and the chosen fish
  is pulled from a demi-plane and magically appears in your
  hand.
  Sawfish: The sawfish has a long, serrated saw nose. You
  may use the saw as a +2 sword. After 1 hour, the sawfish
  loses its magic, and the saw becomes too brittle to use as
  a weapon.
  Pufferfish: As an action, you can throw this pufferfish up
  to 40 feet. When it hits a creature or hard surface, it lets
  out a visible, poisonous gas in a 20-foot-radius cloud
  centered at the point of impact. The cloud lasts for 1
  minute, or until a strong wind disperses the cloud. When a
  creature enters the area for the first time or starts its turn
  there, it must make a DC18 Constitution saving throw.
  The creature takes 5d8 poison damage on a failed save, or
  half on a successful one. Creatures are affected even if
  they hold their breath or don't need to breathe.
  Flying Fish: This diminuitive flying fish can be eaten in a
  single bite. After being consumed, you grow small, silvery
  wings on your back for one minute. While you have these
  wings, you have a fly speed of 20 feet, can hover, but have
  a maximum flight height of 10 feet off the ground.
  Staff of the Deep
  Staff, very rare (requires attunement by a warlock, wizard,
  sorcerer, or druid)
  This staff has been fashioned out of ancient driftwood,
  preserved underwater at the bottom of the ocean. The top of
  the staff is capped by a fist sized black pearl.
   
  You have resistance to cold damage while you hold this staff.
   
  This staff has 10 charges. It regains 1d6+4 expended charges
  each night at midnight. While holding it, you can use an
  action to expend 1 or more of the staff's charges to cast one
  of the following spells from it, using your spell save DC:
  Magnify Gravity (1 charge), Tidal Wave (3 charges), Watery
  Sphere (4 charges) and Gravity Fissure (6 charges).
  5
  
  Legendary
  Hunter-Killer, the Blood-
  Drenched Leiomano
  Weapon (leiomano), legendary (requires attunement)
  The shark is an apex predator, and its form hasn't needed to
  evolve for millennia. Similarly, this ancient leiomano
  continues to be as lethal as the day it was made. The dark,
  blood-red wood of this club is adorned with sharp teeth from
  a giant tiger shark.
  A leiomano is a club adorned with shark teeth to add blades.
  The name leiomano means "shark's wreath" and the weapon
  comes from Polynesian cultures. Use the battleaxe as the
  base template for this item: 1d8 slashing, versatile (1d10).
  Dormant
  The leiomano grants the following benefits in its dormant
  state:
  You gain a +1 bonus to attack and damage rolls made with
  this magic weapon.
  If you've hit a creature that has blood with the leiomano,
  you can smell its presence as though you could see it
  (even if invisible) for the next minute, and you have
  advantage on checks to track that creature through smell.
  You can smell if there is blood in the air within a half-mile.
  Awakened
  When the leiomano reaches an awakened state, it gains the
  following properties:
  The weapon's bonus to attack and damage rolls increases
  to +2.
  Your teeth become sharp and you can make a bite attack
  as a natural weapon attack. This attack uses the same
  statistics as your Unarmed Strike, except it does 1d8 base
  slashing damage.
  After hitting a creature with the leiomano, you can use
  your bonus action to attack with your bite.
  Exalted
  When the leiomano reaches an exalted state, it gains the
  following properties:
  The weapon's bonus to attack and damage rolls increases
  to +3.
  When an enemy takes damage you may use your reaction
  to move up to your move speed to that creature and make
  an attack against it with the leiomano, if in range.
  You have a swimming speed equal to your walking speed,
  and you can breathe underwater. You can smell if there is
  blood in the air or in the water within a mile.
  Lance of the Narwhal
  Weapon (lance), legendary (requires attunement)
  The elusive narwhal is considered by many experts to be a
  close relative of the unicorn. This lance has been made from
  a narwhal's horn, magically enhanced to be a potent weapon.
  It has the following abilities:
  You have a +3 bonus to attack and damage rolls with this
  magic weapon.
  You have resistance to cold damage.
  You have a swimming speed equal to your walking speed.
  While underwater, you can speak a command word to
  create a bubble of air that surrounds your head, similarly
  to the Cap of Water Breathing.
  If you move 20 feet towards a creature in a straight line
  and hit it with this weapon immediately after moving, that
  creature takes an extra 1d12 piercing damage and must
  succed on a DC15 Strength saving throw or be knocked
  prone.
  The lance has 10 charges. 1d10 charges restore each day
  at dawn. You may spend these charges to cast the
  following spells: Cure Wounds (1 charge), Lesser
  Restoration (2 charges), Shield of Faith (3 charges),
  Greater Restoration (6 charges), and Conjure Elemental
  (Water only, 8 charges).
  License and Legal Information
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon
  ampersand, Ravnica and all other Wizards of the Coast
  product names, and their respective logos are trademarks of
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  This work contains material that is copyright Wizards of the
  Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by
  XhangoGames and published under the Community Content
  Agreement for Dungeon Masters Guild.
  Watercolor stains provided by Jared Ondricek under the CC
  BY 4.0 license. Photos provided by Unsplash. "Flintlock
  Strike-A-Light" and "Portrait of a Man in a Tricorn Hat"
  provided by the Art Institute of Chicago under the CC0
  Creative Commons License. Formatting by The
  Homebrewery.
  6
  
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