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.
Studded Leather Armor +1 with Compass Minor Property
rare
FR-DC-WPSK-02 The Sunken Ship
Show
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.
Stone of good luck (luckstone)
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 8
Show
Stone of Controlling Earth Elementals
rare
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.
Staff of Healing
rare
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Staff of Frost
very_rare
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Shard of the Ise Rune
very_rare
DDHC-SKT Storm King’s Thunder - Chapter 4
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.
Saddle of the Calvalier
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 3
Show
Notes:
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.
Rod of the Vonindod
rare
DDHC-SKT Storm King’s Thunder - Chapter 2
Show
Notes:
Rod of the Vonindod
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.
Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property)
rare
FR-DC-WPSK-01 Damsel In Distress
Show
Notes:
Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property)
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.
Ring of Lightning Resistance
rare
DDHC-SKT Storm King’s Thunder - Chapter 8
Show
Ring of Jumping
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Opal of the Ild Rune
rare
DDHC-SKT Storm King’s Thunder - Chapter 4
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.
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.
Ioun Stone of Reserve
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.
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.
Holy Avenger (Greatsword)
legendary
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Headband of Intellect
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 12
Show
Folding Boat
rare
DDHC-SKT Storm King’s Thunder - Chapter 8
Show
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wings of Flying | rare | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Notes:
Wings of Flying |
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Studded Leather Armor +1 with Compass Minor Property | rare | FR-DC-WPSK-02 The Sunken Ship | Show | |||
Notes:
Armor (light), rare You have a +1 bonus to AC while wearing this armor. |
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Stone of good luck (luckstone) | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Stone of Controlling Earth Elementals | rare | CCC-SFBAY-04-02 Under Earth & Stone | Show | |||
Notes:
Traveler's Hearth (Stone of Controlling Earth Elementals) 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. |
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Staff of Healing | rare | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Staff of Frost | very_rare | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Shard of the Ise Rune | very_rare | DDHC-SKT Storm King’s Thunder - Chapter 4 | 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. |
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Saddle of the Calvalier | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 3 | Show | |||
Notes:
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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Rod of the Vonindod | rare | DDHC-SKT Storm King’s Thunder - Chapter 2 | Show | |||
Notes:
Rod of the Vonindod 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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Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property) | rare | FR-DC-WPSK-01 Damsel In Distress | Show | |||
Notes:
Rocksplitter (Adamantine Warhammer +2 with Delver Minor Property) 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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Ring of Lightning Resistance | rare | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Ring of Jumping | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Opal of the Ild Rune | rare | DDHC-SKT Storm King’s Thunder - Chapter 4 | 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. |
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Lantern of Revealing | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 8 | Show | |||
Notes:
Lantern of Revealing |
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Ioun Stone of Reserve | 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. |
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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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Holy Avenger (Greatsword) | legendary | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
Headband of Intellect | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 12 | Show | |||
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. |