Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

Deck of illusions uncommon into the malstrom F 74 DDHC-SKT Storm King’s Thunder 10 Show
Notes:

Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

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.

Daerns instant fortress rare into the malstrom G 37 DDHC-SKT Storm King’s Thunder 10 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

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

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.

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.

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.

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.

Brom of flying uncommon into the malstrom F 32 DDHC-SKT Storm King’s Thunder 10 Show
Notes:

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the
command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

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.

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.

Apparatus of kwalish legendary into the malstrom DDHC-SKT Storm King’s Thunder 10 Show
Notes:

https://www.aidedd.org/dnd/om.php?vo=apparatus-of-kwalish

Animated Shield very_rare into the malstrom H 57 DDHC-SKT Storm King’s Thunder 10 Show
Notes:

Armor (shield), very rare (requires atttinement):

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free.
The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Unlocked Magic Items