Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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
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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.
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
Notes:
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.
Dwarven Thrower
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
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Notes:
Dwarven Thrower
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Cloak of the Manta Ray
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path
DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands
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Notes:
Cloak of the Manta Ray
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Cloak of Protection
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier - Port Llast
DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier - Port Llast
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Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
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
Notes:
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.
Brooch of Shielding
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:
Brooch of Shielding
Wondrous Item, Uncommon (Requires Attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
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
Notes:
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.
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
Notes:
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.
Amulet of Proof against Detection and Location
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path
DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father
Show
Notes:
Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 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. |
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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 | ||
Notes:
Eversmoking Bottle 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. |
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Dwarven Thrower | 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:
Dwarven Thrower You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. |
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Cloak of the Manta Ray | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path | DDHC-SKT Storm King’s Thunder - Chapter 8: Forge of the Firegiands | Show | ||
Notes:
Cloak of the Manta Ray While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. |
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Cloak of Protection | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier - Port Llast | DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier - Port Llast | Show | ||
Notes:
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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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 | ||
Notes:
Claw of the Wyrm Rune 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. |
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Brooch of Shielding | 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:
Brooch of Shielding While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell. |
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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 | ||
Notes:
Breastplate +2 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. |
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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 | ||
Notes:
Boots of Speed 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. |
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Amulet of Proof against Detection and Location | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path | DDHC-SKT Storm King’s Thunder - Chapter 4: The Chosen Path - Eye of the All-Father | Show | ||
Notes:
Amulet of Proof against Detection and Location |