Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Ioun stone protection
rare
into the malstrom
G
52
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
Wondrous item, rarity varies (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance
of ld3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net
the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being
worn while it orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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
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.
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.
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.
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.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Ioun stone protection | rare | into the malstrom | G | 52 | DDHC-SKT Storm King’s Thunder 10 | Show |
Notes:
Wondrous item, rarity varies (requires attunement) |
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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. |
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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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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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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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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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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) |
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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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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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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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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 |
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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 |
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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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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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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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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. |