Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Breastplate +2 very_rare DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father Show
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Breastplate +2
Armor (medium), very rare

You have a +2 bonus to AC while wearing this armor.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Shard of the Ise Rune very_rare DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father Show
Notes:

Shard of the Ise Rune
Wondrous item, very rare (requires attunement)
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person.

Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest.

Frost Friend. You have resistance to fire damage.

Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest.

Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.

Gift of Frost. You can transfer the shard’s magic to a nonmagical item—a cloak or a pair of boots—by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:

Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.

Stone of Good Luck (Luckstone) uncommon DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands Show
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Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Lantern of Revealing uncommon DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands Show
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Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Folding Boat rare DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands Show
Notes:

Folding Boat
Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Flame Tongue Greatsword rare DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands Show
Notes:

Flame Tongue Greatsword
Melee weapon (martial, greatsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed. This weapon requires two hands when you attack with it.

Ring of Lightning Resistance rare DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands Show
Notes:

Ring of Lightning Resistance (Citrine)
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring (Lightning). The gem in the ring indicates the type, which the GM chooses or determines randomly.

Horn of Silent Alarm common FR-DC-WPSK-01 Damsel In Distress FR-DC-WPSK-01 Damsel In Distress Show
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Horn of Silent Alarm
Adventuring Gear (Wondrous Item), Common

Properties: This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Minor Property: Sentinel (Dwarves). Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it.

The horn was clearly made by drows. It is decorated with finely crafted ornaments depicting spiders that kill or eat dwarves.

Shadowsea Sentinel's Embrace (Studded Leather Armor +1) rare FR-DC-WPSK-02 The Sunken Ship FR-DC-WPSK-02 The Sunken Ship Show
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Shadowsea Sentinel's Embrace (Studded Leather Armor +1)
Armor (light), rare

You have a +1 bonus to AC while wearing this armor.

This magical Studded Leather Armor was once worn by a Sword Wraith Commander. Its noble, almost black leather exudes a dark elegance, imbued with the secrets of the deceased wearer. Whoever wears it not only feels the presence of the spirit, but also acquires the unfailing orientation of the north, as if the compass itself rests within them.

Compass. The wielder can use an action to learn which way is north.

Heavy Crossbow +1 uncommon Lvl 5 ItemChose DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros Show
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Heavy Crossbow +1
unkommen, Ranged Weapon (Martial, Crossbow)
You have a +1 bonus to attack and damage rolls made with this weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.