Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Cloak of the Manta Ray
uncommon
Waterdeep
B
DDHC-SKT Storm King’s Thunder, Chapter 1 & 2
Show
+1 Shield
uncommon
5th Level
DDHC-SKT Storm King’s Thunder, Chapter 1
Show
+1 Spear
uncommon
Waterdeep
DDHC-SKT Storm King’s Thunder, Chapter 1 & 2
Show
Figurine of Wondrous Power (Golden Lions)
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Javelin of Lightning
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Cloak of Protection
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
Show
Pearl of Power
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 2
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
Gavel of the Venn Rune
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 5
Show
Notes:
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes.
Belt of Dwarvenkind
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 5
Show
Notes:
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
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.
+2 Longsword
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 5 & 3
Show
Giant Slayer Longsword
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Notes:
Achuak Caex
Robe of Eyes
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Necklace of Fireballs
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Notes:
9 Beads
Folding Boat
uncommon
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
+1 Studded Leather
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Iron Bands of Bilarro
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 3
Show
Orb of the Stein Rune
rare
Storm King's Thunder
DDHC-SKT Storm King’s Thunder, Chapter 6
Show
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Cloak of the Manta Ray | uncommon | Waterdeep | B | DDHC-SKT Storm King’s Thunder, Chapter 1 & 2 | Show | |
+1 Shield | uncommon | 5th Level | DDHC-SKT Storm King’s Thunder, Chapter 1 | Show | ||
+1 Spear | uncommon | Waterdeep | DDHC-SKT Storm King’s Thunder, Chapter 1 & 2 | Show | ||
Figurine of Wondrous Power (Golden Lions) | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Javelin of Lightning | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Cloak of Protection | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | Show | ||
Pearl of Power | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2 | 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. |
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Decanter of Endless Water | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 2-3 | Show | ||
Gavel of the Venn Rune | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 5 | Show | ||
Notes:
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. |
||||||
Belt of Dwarvenkind | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 5 | Show | ||
Notes:
While wearing this belt, you gain the following benefits: • Your Constitution score increases by 2, to a maximum of 20. • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: • You have advantage on saving throws against poison, and you have resistance against poison damage. • You have darkvision out to a range of 60 feet. • You can speak, read, and write Dwarvish. |
||||||
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. |
||||||
+2 Longsword | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 5 & 3 | Show | ||
Giant Slayer Longsword | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Notes:
Achuak Caex |
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Robe of Eyes | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Necklace of Fireballs | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Notes:
9 Beads |
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Folding Boat | uncommon | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
+1 Studded Leather | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Iron Bands of Bilarro | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 3 | Show | ||
Orb of the Stein Rune | rare | Storm King's Thunder | DDHC-SKT Storm King’s Thunder, Chapter 6 | Show | ||
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb’s magic to a nonmagical item—a shield or a pair of boots—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. |