Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
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.

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

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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

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

Unlocked Magic Items