Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Wings of Flying rare DDHC-SKT Storm King’s Thunder - Chapter 8 Show
Notes:

Wings of Flying
Wondrous item, rare (requires attunement)
Major tier
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Holy Avenger (Greatsword) legendary DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Eversmoking Bottle uncommon DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Headband of Intellect uncommon DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Ring of Jumping uncommon DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Brooch of Shielding common DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Dwarven Thrower very_rare DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Staff of Frost very_rare DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Figuring of Wondrous Power: Marble Elephant rare DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Ioun Stone of Reserve rare DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Staff of Healing rare DDHC-SKT Storm King’s Thunder - Chapter 12 Show
Insignia of Claws uncommon CCC-GLIP-02-01 Blue Scales Show
Notes:

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Claw of the Wyrm Rune rare DDHC-SKT Storm King’s Thunder - Chapter 12 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.