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Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
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.

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.

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.

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

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.

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 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.

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

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.

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.

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

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.

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

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

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.

Unlocked Magic Items