Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Rapier +1 uncommon DDEX3-2 Shackles of Blood Trade Log Show
Notes:

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.

Ring of Jumping 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
Notes:

Ring of Jumping
Ring, Uncommon (Requires Attunement)

While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

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.

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

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.

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

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.

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.

Staff of Frost very_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 Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have Resistance to Cold damage while you hold this staff.

Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold 5
Fog Cloud 1
Ice Storm 4
Wall of Ice 4

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 turns to water and is destroyed.

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.

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
Notes:

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.

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

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.