Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Portable hole
rare
into the malstrom
D
100
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists.
on a different plane, so it can't be u ed to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. o matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be reopened.
Ring of swiming
uncommon
into the malstrom
B
95
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
You have a swimming speed of 40 feet while wearing this ring.
Cap of Water breathing
uncommon
into the malstrom
B
85
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Gloves of missile snaring (A)
uncommon
Into the malstrom
F
80
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Cristal Balls
very_rare
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Pearl of Power
uncommon
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Decater of endless water
uncommon
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an
amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knockedover or pushed up to 15 feet away from you.
Conch of teleportation
very_rare
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, very rare (requires attunement)
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target.
Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Conch of teleportation
very_rare
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, very rare (requires attunement)
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target.
Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Conch of teleportation
very_rare
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, very rare (requires attunement)
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target.
Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Wand of Wonder
rare
Into the malstrom
G
99
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a
range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple
possible subjects, the DM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20.
On a 1, the wand crumbles into dust and is destroyed.
dlOO Effect
01-05 You cast slow.
06- 10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened .
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn 't target a creature, you instead take ld6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured . The rain falls until the start of your next turn .
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your
control and acts as it normally would. Roll a d1 0 to determine which animal appears. On a 01-25,
a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the
Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured . The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/ reduce. If the target can 't be affected by that spell or if you didn 't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target . If grass is already there,
it grows to ten times its normal size and remains overgrown for 1 minute .
63- 65 An object of the DM 's choice disappea rs into the Ethereal Plane. The object must be ne ither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/ reduce on yourself.
70- 79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours .
88- 90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long
and 5 feet wide. Each gem deals 1 blud geoning damage, and the total damage of the gems is divided equally among all creatures in the line .
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for
1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
96-97 The target's skin turns bright blue fo r 1d10 days. If you chose a point in space, the creature nearest to that point is affected .
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a
creature, you become the target and must make the saving throw. If the saving throw fails by 5 or
more, the target is instantly petrified. On any other failed save, the target is restrained and begins to
turn to stone. While restrained in this way, the target must repeat the saving throw at the end of
its next turn , becoming petrified on a failure or ending the effect on a success. The petrification
lasts until the target is freed by the greater restoration spell or similar magic.
Conch of teleportation
very_rare
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, very rare (requires attunement)
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target.
Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Korolnor Scepter
legendary
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, legendary (requires attunement)
The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size
and shape, but their materials and properties vary.
The Korol nor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains ld6 + 4 expended charges at dawn. Its properties are as follows:
If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.
• As an action, you can expend 2 charges to cast the sending spell from the scepter.
• As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.
Trident of fish command
uncommon
Into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
weapon (trident), uncommon (requires attunement)
this trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Staff of healing
rare
Into the malstrom
G
82
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, or
druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1.
the staff vanishes in a flash of light, lost forever.
Ollamh harp
legendary
skt 12
I
85
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
Wondrous item, rarity varies (requires attunement by a
bard)
An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the
spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until
the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Fly, invisibility, levitate, protection from evil and good, Confusion, control weather, fire storm
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Portable hole | rare | into the malstrom | D | 100 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. |
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Ring of swiming | uncommon | into the malstrom | B | 95 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
You have a swimming speed of 40 feet while wearing this ring. |
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Cap of Water breathing | uncommon | into the malstrom | B | 85 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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Gloves of missile snaring (A) | uncommon | Into the malstrom | F | 80 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
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Cristal Balls | very_rare | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. |
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Pearl of Power | uncommon | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
You can use an action to speak this pearl's command word and regain one expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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Decater of endless water | uncommon | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. "Stream" produces 1 gallon of water. |
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Conch of teleportation | very_rare | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds. |
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Conch of teleportation | very_rare | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds. |
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Conch of teleportation | very_rare | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds. |
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Wand of Wonder | rare | Into the malstrom | G | 99 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll dlOO and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a dlOO Effect |
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Conch of teleportation | very_rare | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 21/2 feet long and weighs 20 pounds. |
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Korolnor Scepter | legendary | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
Wondrous item, legendary (requires attunement) The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size |
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Trident of fish command | uncommon | Into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes:
weapon (trident), uncommon (requires attunement) this trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. |
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Staff of healing | rare | Into the malstrom | G | 82 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
Staff, rare (requires attunement by a bard, cleric, or |
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Ollamh harp | legendary | skt 12 | I | 85 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
Wondrous item, rarity varies (requires attunement by a An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Fly, invisibility, levitate, protection from evil and good, Confusion, control weather, fire storm |