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Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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

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.

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.

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

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.

Weapon +3 Whip very_rare into the malstrom H 2 DDHC-SKT Storm King’s Thunder 10 Show
Notes:

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

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.

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.

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

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

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.

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.

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.

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

Unlocked Magic Items