Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
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.
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.
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.
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.
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.
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.
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.
Apparatus of kwalish
legendary
into the malstrom
DDHC-SKT Storm King’s Thunder 10
Show
Notes:
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.
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.
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
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.
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.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
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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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) |
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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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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. |
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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. |
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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 |
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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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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. |
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Apparatus of kwalish | legendary | into the malstrom | DDHC-SKT Storm King’s Thunder 10 | Show | ||
Notes: | ||||||
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. |
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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) |
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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. |
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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. |
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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. |
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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. |