Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
+2 Rod of the Pact Keeper
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
+1 Spear
uncommon
Waterdeep
DDHC-SKT Storm King’s Thunder, Chapter 1 & 2
Show
Javelin of Lightning
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Folding Boat
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Bracers of Archery
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 1
Show
+1 Shield
uncommon
5th Level
DDHC-SKT Storm King’s Thunder, Chapter 1
Show
Pipes of Haunting
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Decanter of Endless Water
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2-3
Show
Pearl of Power
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Helm of Telepathy
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 5
Show
Notes:
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Cloak of the Manta Ray
uncommon
Waterdeep
B
DDHC-SKT Storm King’s Thunder, Chapter 1 & 2
Show
Cloak of Protection
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Boots of Elvenkind
common
DDHC-SKT Storm King’s Thunder, Chapter 6
Show
Clockwork Amulet
common
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Cloak of Elvenkind
common
DDHC-SKT Storm King’s Thunder, Chapter 6
Show
Tome of Clear Thought
common
DDHC-SKT Storm King’s Thunder, Chapter 6
Show
Notes:
Table H Roll
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+2 Rod of the Pact Keeper | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
+1 Spear | uncommon | Waterdeep | DDHC-SKT Storm King’s Thunder, Chapter 1 & 2 | Show | ||
Javelin of Lightning | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Folding Boat | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Bracers of Archery | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 1 | Show | ||
+1 Shield | uncommon | 5th Level | DDHC-SKT Storm King’s Thunder, Chapter 1 | Show | ||
Pipes of Haunting | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
||||||
Decanter of Endless Water | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2-3 | Show | ||
Pearl of Power | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Helm of Telepathy | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 5 | Show | ||
Notes:
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
||||||
Cloak of the Manta Ray | uncommon | Waterdeep | B | DDHC-SKT Storm King’s Thunder, Chapter 1 & 2 | Show | |
Cloak of Protection | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Boots of Elvenkind | common | DDHC-SKT Storm King’s Thunder, Chapter 6 | Show | |||
Clockwork Amulet | common | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Cloak of Elvenkind | common | DDHC-SKT Storm King’s Thunder, Chapter 6 | Show | |||
Tome of Clear Thought | common | DDHC-SKT Storm King’s Thunder, Chapter 6 | Show | |||
Notes:
Table H Roll |