Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Giant Slayer (Greataxe)
rare
G
DDHC-SKT Storm King’s Thunder
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed oa DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Shard of the Ise Rune
very_rare
H
DDHC-SKT Storm King’s Thunder
Show
Notes:
Shard of the Ise Rune
Wondrous Item, Very Rare
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
Winters Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Opal of the Ild Rune
rare
G
DDHC-SKT Storm King’s Thunder
Show
Notes:
Opal of the Ild Rune
Wondrous Item, Rare
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Staff of the Woodlands
rare
Trade Log
Show
Ring of Spellstoring
rare
DDHC-TYP Tales from the Yawning Portal
Show
Warhammer +2
rare
DDHC-TYP Tales from the Yawning Portal
Show
Goggles of Night
rare
DDHC-TYP Tales from the Yawning Portal
Show
Elven Chain
rare
CCC-BWM-ELM 2-3 Vestiges of Darkness
Show
Notes:
This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168.
Staff of Power
very_rare
Trade Log
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Giant Slayer (Greataxe) | rare | G | DDHC-SKT Storm King’s Thunder | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed oa DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. |
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Shard of the Ise Rune | very_rare | H | DDHC-SKT Storm King’s Thunder | Show | ||
Notes:
Shard of the Ise Rune Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winters Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water. |
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Opal of the Ild Rune | rare | G | DDHC-SKT Storm King’s Thunder | Show | ||
Notes:
Opal of the Ild Rune Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fires Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
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Staff of the Woodlands | rare | Trade Log | Show | |||
Ring of Spellstoring | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Warhammer +2 | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Goggles of Night | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Elven Chain | rare | CCC-BWM-ELM 2-3 Vestiges of Darkness | Show | |||
Notes:
This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168. |
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Staff of Power | very_rare | Trade Log | Show |