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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amulet of Proof against Detection and Location uncommon DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Ancient Relic Red Dragon’s Thighbone very_rare DDHC-SKT Storm King’s Thunder DDHC-SKT Storm King’s Thunder Show
Notes:

The buried relic is a 14-foot-long, 250-pound red dragon’s thighbone. Part of the bone is wrapped in old leather, suggesting that it was once used as a giant’s greatclub. If a creature attunes to the greatclub, it magically shrinks to a size that the creature can wield effectively. The greatclub is considered a magic weapon that deals an extra 2d8 bludgeoning damage whenever it hits a dragon (including any creature of the dragon type).

Bracers of Defense rare DDEP-DRW02 Wings of Death Trade Log Show
Notes:

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.

Brooch of Shielding uncommon DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Claw of the Wyrm Rune rare DDHC-SKT Storm King’s Thunder - Chapter 11 DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Notes:

Wondrous item, rare (requires attunement)
This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.

Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.

Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon.

Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:

While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.

Cloak of the Manta Ray uncommon DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Daern’s Instant Fortress rare DDHC-SKT Storm King’s Thunder (Quest Reward) DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous item, rare
Daern’s Instant Fortress

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Dust of sneezing and choking common DDHC-SKT Storm King’s Thunder B DDHC-SKT Storm King’s Thunder Show
Notes:

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.

Dwarven Thrower very_rare DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Eversmoking Bottle uncommon DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Figuring of Wondrous Power: Marble Elephant rare DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Flame Tongue (Greatsword) rare DDHC-SKT Storm King’s Thunder G DDHC-SKT Storm King’s Thunder Show
Notes:

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Folding Boat rare DDHC-SKT Storm King’s Thunder C DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Headband of Intellect uncommon DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Holy Avenger (Longsword) legendary DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Ioun Stone of Reserve rare DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Lantern of Revealing uncommon DDHC-SKT Storm King’s Thunder B DDHC-SKT Storm King’s Thunder Show
Notes:

Wondrous Item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Ring of Jumping uncommon DDHC-SKT Storm King’s Thunder - Chapter 11/12 Show
Ring of Lightning Resistance rare DDHC-SKT Storm King’s Thunder DDHC-SKT Storm King’s Thunder Show
Notes:

Ring, rare (requires attunement)

You have resistance to lightning damage while wearing this citrine ring.

Ring of Protection rare Faction Item G Purchase Log Show
Notes:

Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.