Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Marble Elephant Figurine of Wondrous Power rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert Show
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Marble Elephant Figurine of Wondrous Power
Wondrous Item, Rare

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Marble Elephant. This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.

Ioun Stone of Reserve rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert Show
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Ioun Stone of Reserve
Wondrous Item, Rare (Requires Attunement)

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.

Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Staff of Healing rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert Show
Notes:

Staff of Healing
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

Claw of the Wyrm Rune rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert Show
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Claw of the Wyrm Rune
Wondrous item, rare (requires attunement)
This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.

Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.

Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon.

Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:

While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.

Eversmoking Bottle uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert Show
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Eversmoking Bottle
Wondrous Item, Uncommon

As a Magic action, you can open or close this bottle.

Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured.

Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.

Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.

Iron Flask (T4 Lockt) legendary DDHC-SKT Storm King’s Thunder - Chapter 10: Hold of the Storm Giants DDHC-SKT Storm King’s Thunder - Chapter 10: Hold of the Storm Giants Show
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Iron Flask
Wondrous Item, Legendary

While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to breathe, eat, or drink.

You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the Monster Manual for the creature’s stat block).

Boots of Speed rare DDHC-SKT Storm King’s Thunder - Chapter 10: Hold of the Storm Giants DDHC-SKT Storm King’s Thunder - Chapter 10: Hold of the Storm Giants Show
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Boots of Speed
Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Rapier +1 uncommon DDEX3-2 Shackles of Blood Trade Log Show
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Rapier +1
Weapon (rapier), uncommon

This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs.

Traveler's Hearth (Stone of Controlling Earth Elementals) rare CCC-SFBAY-04-02 Under Earth & Stone CCC-SFBAY-04-02 Under Earth & Stone Show
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Traveler's Hearth (Stone of Controlling Earth Elementals)
Wonderous Item (rare)

The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron.
The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.

Saddle of the Cavalier uncommon DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier Show
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Saddle of the Cavalier
Wondrous item, uncommon

While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.