Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Bag of Holding
uncommon
Storm King`s Thunder Chapter1 Session5 Tower of Zephalos
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Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Shield +1
uncommon
Storm King`s Thunder Chapter1 Session6
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Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Rod of the Vonindod
rare
Storm King`s Thunder Chapter 2: Rumblings Triboar Session8
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Notes:
Rod, rare (requires attunement)
The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant’s hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Rod of the Vonindod
rare
Chapter 3: The Savage Frontier- Session 11
Show
Notes:
Rod, rare (requires attunement)
The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant’s hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Saddle of the Calvalier
common
Chapter 3: The Savage Frontier- Session 12
Show
Notes:
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.
Horn of Silent Alarm
common
Common
FR-DC-WPSK-01 Damsel In Distress - Session 14
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Notes:
Item Rarity: 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.
Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property)
rare
FR-DC-WPSK-01 Damsel In Distress - Session 14
Show
Notes:
Weapon (Warhammer), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
This magic weapon was coated with adamantine. Its adamantine coat gives it the following extra effect: Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
Minor Property Delver. 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.
This warhammer feels cold to the touch. You feel an urge to pray to Moradin each time you visit one of his shrines or temples while carring this weapon.
Cloak of Protection
uncommon
Chapter 3: The Savage Frontier- Session 15
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Notes:
Item Rarity: uncommon
Modifiers: AC +1, Saving Throws +1
Requires Attunement: requires attunement
Studded Leather Armor +1
rare
Chapter 3: The Savage Frontier- Session 17
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Notes:
Armor (light), rare
You have a +1 bonus to AC while wearing this armor.
Compass. The wielder can use an action to learn which way is north.
Amulet of Proof against Detection and Location
uncommon
Chapter 3: The Savage Frontier- Session 18
Show
Notes:
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.
Shard of the Ise Rune
very_rare
Chapter 3: The Savage Frontier- Session 19
Show
Notes:
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.
Opal of the Ild Rune
rare
Chapter 3: The Savage Frontier- Session 20
Show
Notes:
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.
Red Dragon’s Thighbone
very_rare
Chapter 3: The Savage Frontier- Session 21
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Notes:
The buried relic is a 14-foot-long, 250-pound red dragon’s thighbone. Part of the bone is wrapped in old leather, suggesting that it was once used as a giant’s greatclub. If a creature attunes to the greatclub, it magically shrinks to a size that the creature can wield effectively. The greatclub is considered a magic weapon that deals an extra 2d8 bludgeoning damage whenever it hits a dragon (including any creature of the dragon type)
Cloak of the Manta Ray
uncommon
Chapter 3: The Savage Frontier- Session 25
Show
Notes:
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
Chapter 3: The Savage Frontier- Session 26
Show
Notes:
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.
Flame Tongue Greatsword
rare
Chapter 3: The Savage Frontier- Session 26
Show
Notes:
Weapon (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.
Folding Boat
rare
Chapter 3: The Savage Frontier- Session 26
Show
Notes:
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.
Stone of good luck
uncommon
Chapter 3: The Savage Frontier- Session 27
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of resistance
rare
Chapter 3: The Savage Frontier- Session 27
Show
Notes:
Lightning
Necklace of Prayer Beads
rare
Chapter 3: The Savage Frontier- Session 28
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
1 x Bless
2x Cure
2X Favor
1xWindwalk
Name | Rarity | Location | Table | Result | Source | |
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Bag of Holding | uncommon | Storm King`s Thunder Chapter1 Session5 Tower of Zephalos | Show | |||
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Shield +1 | uncommon | Storm King`s Thunder Chapter1 Session6 | Show | |||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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Rod of the Vonindod | rare | Storm King`s Thunder Chapter 2: Rumblings Triboar Session8 | Show | |||
Notes:
Rod, rare (requires attunement) The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles. |
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Rod of the Vonindod | rare | Chapter 3: The Savage Frontier- Session 11 | Show | |||
Notes:
Rod, rare (requires attunement) The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles. |
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Saddle of the Calvalier | common | Chapter 3: The Savage Frontier- Session 12 | Show | |||
Notes:
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. |
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Horn of Silent Alarm | common | Common | FR-DC-WPSK-01 Damsel In Distress - Session 14 | Show | ||
Notes:
Item Rarity: 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. |
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Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property) | rare | FR-DC-WPSK-01 Damsel In Distress - Session 14 | Show | |||
Notes:
Weapon (Warhammer), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. This magic weapon was coated with adamantine. Its adamantine coat gives it the following extra effect: Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. Minor Property Delver. 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. This warhammer feels cold to the touch. You feel an urge to pray to Moradin each time you visit one of his shrines or temples while carring this weapon. |
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Cloak of Protection | uncommon | Chapter 3: The Savage Frontier- Session 15 | Show | |||
Notes:
Item Rarity: uncommon |
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Studded Leather Armor +1 | rare | Chapter 3: The Savage Frontier- Session 17 | Show | |||
Notes:
Armor (light), rare Compass. The wielder can use an action to learn which way is north. |
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Amulet of Proof against Detection and Location | uncommon | Chapter 3: The Savage Frontier- Session 18 | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Shard of the Ise Rune | very_rare | Chapter 3: The Savage Frontier- Session 19 | Show | |||
Notes:
Wondrous item, very rare (requires attunement) 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. |
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Opal of the Ild Rune | rare | Chapter 3: The Savage Frontier- Session 20 | Show | |||
Notes:
Wondrous item, rare (requires attunement) 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. |
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Red Dragon’s Thighbone | very_rare | Chapter 3: The Savage Frontier- Session 21 | Show | |||
Notes:
The buried relic is a 14-foot-long, 250-pound red dragon’s thighbone. Part of the bone is wrapped in old leather, suggesting that it was once used as a giant’s greatclub. If a creature attunes to the greatclub, it magically shrinks to a size that the creature can wield effectively. The greatclub is considered a magic weapon that deals an extra 2d8 bludgeoning damage whenever it hits a dragon (including any creature of the dragon type) |
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Cloak of the Manta Ray | uncommon | Chapter 3: The Savage Frontier- Session 25 | Show | |||
Notes:
Wondrous item, uncommon |
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Lantern of Revealing | uncommon | Chapter 3: The Savage Frontier- Session 26 | Show | |||
Notes:
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. |
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Flame Tongue Greatsword | rare | Chapter 3: The Savage Frontier- Session 26 | Show | |||
Notes:
Weapon (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. |
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Folding Boat | rare | Chapter 3: The Savage Frontier- Session 26 | Show | |||
Notes:
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. |
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Stone of good luck | uncommon | Chapter 3: The Savage Frontier- Session 27 | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Ring of resistance | rare | Chapter 3: The Savage Frontier- Session 27 | Show | |||
Notes:
Lightning |
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Necklace of Prayer Beads | rare | Chapter 3: The Savage Frontier- Session 28 | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 x Bless |