Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Proof against Detection and Location
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 4
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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.
Ancient Relic Red Dragon’s Thighbone (Greatclub of Dragon slaying)
very_rare
DDHC-SKT Storm King’s Thunder - Chapter 4
Show
Notes:
Red Dragon’s Thighbone (Greatclub of Dragon slaying)
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)
Bag of Holding
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 1
Show
Notes:
Bag of Holding
15 lb.
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.
Breastplate +2
very_rare
DDHC-SKT Storm King’s Thunder - Chapter 4
Show
Brooch of Shielding
common
DDHC-SKT Storm King’s Thunder - Chapter 12
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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.
Cloak of Protection
uncommon
F
37
DDHC-SKT Storm King’s Thunder - Chapter 3
Show
Cloak of the Manta Ray
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 3
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.
Dwarven Thrower
very_rare
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Eversmoking Bottle
uncommon
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
Flail +1
uncommon
Purchase Log
Show
Flame Tongue Greatsword
rare
DDHC-SKT Storm King’s Thunder - Chapter 8
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Notes:
Flame Tongue 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
DDHC-SKT Storm King’s Thunder - Chapter 8
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Notes:
Folding Boat
Wondrous item, rare
4 lb.
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.
Headband of Intellect
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Holy Avenger (Greatsword)
legendary
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Horn of Silent Alarm
common
FR-DC-WPSK-01 Damsel In Distress
Show
Notes:
Horn of Silent Alarm
(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.
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.
Ioun Stone of Reserve
rare
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Lantern of Revealing
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 8
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
2 lb.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Amulet of Proof against Detection and Location | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 4 | Show | |||
Notes:
Amulet of Proof against Detection and Location |
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Ancient Relic Red Dragon’s Thighbone (Greatclub of Dragon slaying) | very_rare | DDHC-SKT Storm King’s Thunder - Chapter 4 | Show | |||
Notes:
Red Dragon’s Thighbone (Greatclub of Dragon slaying) |
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Bag of Holding | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 1 | Show | |||
Notes:
Bag of Holding 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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Breastplate +2 | very_rare | DDHC-SKT Storm King’s Thunder - Chapter 4 | Show | |||
Brooch of Shielding | common | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Claw of the Wyrm Rune | rare | DDHC-SKT Storm King’s Thunder - Chapter 12 | 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. |
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Cloak of Protection | uncommon | F | 37 | DDHC-SKT Storm King’s Thunder - Chapter 3 | Show | |
Cloak of the Manta Ray | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 3 | 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. |
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Dwarven Thrower | very_rare | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Eversmoking Bottle | uncommon | 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 | |||
Flail +1 | uncommon | Purchase Log | Show | |||
Flame Tongue Greatsword | rare | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Notes:
Flame Tongue Greatsword |
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Folding Boat | rare | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Notes:
Folding Boat 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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Headband of Intellect | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Holy Avenger (Greatsword) | legendary | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Horn of Silent Alarm | common | 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. |
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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. |
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Ioun Stone of Reserve | rare | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Lantern of Revealing | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Notes:
Lantern of Revealing |