Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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
Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

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.

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
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.

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
Notes:

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.

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.

Heavy Crossbow +1 uncommon Lvl 5 ItemChose DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros Show
Notes:

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.

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.

Headband of Intellect 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:

Headband of Intellect
Wondrous Item, Uncommon (Requires Attunement)

Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

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.

Horn of Silent Alarm common FR-DC-WPSK-01 Damsel In Distress FR-DC-WPSK-01 Damsel In Distress Show
Notes:

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.