Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Opal of the Ild Rune
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:
Opal of the Ild Rune
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild 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 opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 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. |
||||||
Rapier +1 | uncommon | DDEX3-2 Shackles of Blood | Trade Log | Show | ||
Notes:
Rapier +1 This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs. |
||||||
Saddle of the Cavalier | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 3: The Savage Frontier | Show | |||
Notes:
Saddle of the Cavalier 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. |
||||||
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. |
||||||
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. |
||||||
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 |
||||||
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. |
||||||
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 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) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
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. |
||||||
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 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 While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. |
||||||
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 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. |
||||||
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. |
||||||
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) |
||||||
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 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 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. |
||||||
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) The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron. 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. |
||||||
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. |
||||||
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) 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. |
||||||
Opal of the Ild Rune | 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:
Opal of the Ild Rune Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild 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 opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. |