Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Holy Avenger (Greatsword)
legendary
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:
Holy Avenger (Longsword)
Weapon (Longsword), Legendary (Requires Attunement by a Paladin)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
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
Notes:
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).
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
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.
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.
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.
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.
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.
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.
Folding Boat
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:
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
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.
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.
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.
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.
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
Notes:
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
Notes:
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.
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.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Holy Avenger (Greatsword) | legendary | 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:
Holy Avenger (Longsword) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. |
||||||
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 | ||
Notes:
Iron Flask 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). |
||||||
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. |
||||||
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 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. 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. |
||||||
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. |
||||||
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 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. |
||||||
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. |
||||||
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. |
||||||
Folding Boat | 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:
Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
||||||
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) |
||||||
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. |
||||||
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. |
||||||
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. |
||||||
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 | ||
Notes:
Marble Elephant Figurine of Wondrous Power 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 | ||
Notes:
Ioun Stone of Reserve 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. |
||||||
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. |
||||||
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. |
||||||
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. |