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.
Plate +3
legendary
in the death skeleton of a giant in imarilith hoard
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary(+ 3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Tome of leadership and influence
very_rare
imirilyth hoard
H
99
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as your maximum for that score. The manual then loses its magic, but regains it in a century.
Irom golem manual
very_rare
imirilyth hoard
H
87
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To deciph and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You
must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Iron 120 days 100,000 gp
Korolnor Scepter
legendary
imirilyth hoard
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
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
Boots of Elvenkind
uncommon
imirilyth hoard
F
25
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that
rely on moving silently.
Gloves of thievery
uncommon
imirilyth hoard
F
82
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand checks and Dexterity checks made to pick locks.
Staff of charming
rare
imirilyth hoard
G
81
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
(requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC.
The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next
Wand of magic missiles
uncommon
imirilyth hoard
F
58
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Brazier of commanding fire elementals
rare
imirilyth hoard
G
27
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds.
Daern's instant fortress
rare
imirilyth hoard
G
37
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
Wondrous item, rare
You can use an action to place this l-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 sidevand 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 lOdlO 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 point
Eversmoking bottle
uncommon
imirilyth hoard
F
75
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open.
Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Ring of Water Walking
uncommon
imirilyth hoard
F
96
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Gurts Greataxe
legendary
DDHC-SKT Storm King’s Thunder 12
Show
Notes:
Weapon (greataxe), Legendary, (requires attunement)
You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2dl2 slashing damage if the target is human.
The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions.
As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
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. |
||||||
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. |
||||||
Plate +3 | legendary | in the death skeleton of a giant in imarilith hoard | DDHC-SKT Storm King’s Thunder 12 | Show | ||
Notes:
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary(+ 3) |
||||||
Tome of leadership and influence | very_rare | imirilyth hoard | H | 99 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as your maximum for that score. The manual then loses its magic, but regains it in a century. |
||||||
Irom golem manual | very_rare | imirilyth hoard | H | 87 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To deciph and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You Iron 120 days 100,000 gp |
||||||
Korolnor Scepter | legendary | imirilyth hoard | DDHC-SKT Storm King’s Thunder 12 | Show | ||
Notes:
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. |
||||||
Boots of Elvenkind | uncommon | imirilyth hoard | F | 25 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that |
||||||
Gloves of thievery | uncommon | imirilyth hoard | F | 82 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand checks and Dexterity checks made to pick locks. |
||||||
Staff of charming | rare | imirilyth hoard | G | 81 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
(requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) |
||||||
Wand of magic missiles | uncommon | imirilyth hoard | F | 58 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. |
||||||
Brazier of commanding fire elementals | rare | imirilyth hoard | G | 27 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
Wondrous item, rare |
||||||
Daern's instant fortress | rare | imirilyth hoard | G | 37 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
Wondrous item, rare You can use an action to place this l-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use |
||||||
Eversmoking bottle | uncommon | imirilyth hoard | F | 75 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. |
||||||
Ring of Water Walking | uncommon | imirilyth hoard | F | 96 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. |
||||||
Gurts Greataxe | legendary | DDHC-SKT Storm King’s Thunder 12 | Show | |||
Notes:
Weapon (greataxe), Legendary, (requires attunement) The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. |