Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
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.
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.
Shortsword +1
uncommon
Faction Item
F
Purchase Log
Show
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Winged Boots
uncommon
DDHC-TYP: Against the Giants
F
Trade Log
Show
Notes:
Requires Attunement
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
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.
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.
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.
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.
Holy Avenger (Longsword)
legendary
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Dwarven Thrower
very_rare
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
Ioun Stone of Reserve
rare
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Staff of Healing
rare
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.
Eversmoking Bottle
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Headband of Intellect
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Ring of Jumping
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Brooch of Shielding
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 11/12
Show
Shortsword +3
very_rare
Trading Post
Trade Log
Show
Staff of Moon Dance (Staff of Striking with Beacon Property)
very_rare
SJ-DC-PANDORA-JWEI-01 The Pandora Box
Show
Notes:
Staff, very rare (requires attunement)
The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.
Upon a successful hit and expending at least 1 of its charges, the crescent glows radiantly before an illumination of moonlight bursts forth.
When dancing a ritual dedicated to Selune with this staff, whether it be attuned or not to the wielder, a piece of their memory begins playing out in the mind of the viewers, but this function does not provide any mechanical benefit as it is only for story and flavor purposes.
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Ring of Protection | rare | Faction Item | G | Purchase Log | Show | |
Notes:
Requires Attunement |
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Shortsword +1 | uncommon | Faction Item | F | Purchase Log | Show | |
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon. |
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Winged Boots | uncommon | DDHC-TYP: Against the Giants | F | Trade Log | Show | |
Notes:
Requires Attunement While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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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. |
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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. |
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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. |
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Daern’s Instant Fortress | rare | DDHC-SKT Storm King’s Thunder (Quest Reward) | DDHC-SKT Storm King’s Thunder | Show | ||
Notes:
Wondrous item, rare 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. |
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Holy Avenger (Longsword) | legendary | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Dwarven Thrower | very_rare | 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 | |||
Ioun Stone of Reserve | rare | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Staff of Healing | rare | 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) 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. |
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Eversmoking Bottle | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Headband of Intellect | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Ring of Jumping | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Brooch of Shielding | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 11/12 | Show | |||
Shortsword +3 | very_rare | Trading Post | Trade Log | Show | ||
Staff of Moon Dance (Staff of Striking with Beacon Property) | very_rare | SJ-DC-PANDORA-JWEI-01 The Pandora Box | Show | |||
Notes:
Staff, very rare (requires attunement) The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light. Upon a successful hit and expending at least 1 of its charges, the crescent glows radiantly before an illumination of moonlight bursts forth. When dancing a ritual dedicated to Selune with this staff, whether it be attuned or not to the wielder, a piece of their memory begins playing out in the mind of the viewers, but this function does not provide any mechanical benefit as it is only for story and flavor purposes. This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. |