Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 |
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Brazier of commanding fire elementals | rare | imirilyth hoard | G | 27 | DDHC-SKT Storm King’s Thunder 12 | Show |
Notes:
Wondrous item, rare |
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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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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. |
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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. |
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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. |
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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 |
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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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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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Deck of illusions | uncommon | into the malstrom | F | 74 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
Wondrous item, uncommon |
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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. |
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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. |
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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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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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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. |