Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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