Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Rope of Mending
common
SJ-DC-STA-01 Key of Hearths
SJ-DC-STA-01 Key of Hearths
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Cloak of the Underdark (Cloak of Arachnida)
very_rare
SJ-DC-STA-01 Key of Hearths
SJ-DC-STA-01 Key of Hearths
Show
Notes:
Wondrous item, very rare (requires attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
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.
WPM Weapon (not in count)
legendary
DDHC-TYP White Plume Mountain
I
DDHC-TYP White Plume Mountain
Show
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
G
DDHC-TYP White Plume Mountain
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Sentinel Shield
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level6
F
DDHC-DMM Dungeon of the Mad Mage: Level6
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage: Level6
G
DDHC-DMM Dungeon of the Mad Mage: Level6
Show
Notes:
Weapon (dagger), rare
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Elemental Gem (Water)
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level3
F
DDHC-DMM Dungeon of the Mad Mage: Level3
Show
Notes:
Wondrous item, uncommon
When you use an action to break the gem, a water elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.
Mace of Smiting
rare
DDHC-DMM Dungeon of the Mad Mage: Level21
G
DDHC-DMM Dungeon of the Mad Mage: Level21
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sun Blade
rare
DDHC-DMM Dungeon of the Mad Mage: Level18
G
DDHC-DMM Dungeon of the Mad Mage: Level18
Show
Notes:
Melee weapon, rare
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.
Mithral Chain Shirt
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level18
F
DDHC-DMM Dungeon of the Mad Mage: Level18
Show
Cloak of the Bat
rare
DDHC-DMM Dungeon of the Mad Mage: Level18
G
DDHC-DMM Dungeon of the Mad Mage: Level18
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Dwarven Thrower
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level15
H
DDHC-DMM Dungeon of the Mad Mage: Level15
Show
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Figurine of Wondrous Power (Onyx Dog)
rare
DDHC-DMM Dungeon of the Mad Mage: Level15
G
DDHC-DMM Dungeon of the Mad Mage: Level15
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your Languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Elemental Gem (Fire)
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level15
F
DDHC-DMM Dungeon of the Mad Mage: Level15
Show
Notes:
Wondrous item, uncommon
When you use an action to break the gem, a fire elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.
Watchful Helm
very_rare
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Ioun Stone of Awareness
rare
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Eyes of Minute Seeing
uncommon
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Crystal Ball of True Seeing
legendary
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Sun Blade
rare
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
uncommon
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Rope of Mending | common | SJ-DC-STA-01 Key of Hearths | SJ-DC-STA-01 Key of Hearths | Show | ||
Notes:
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. |
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Cloak of the Underdark (Cloak of Arachnida) | very_rare | SJ-DC-STA-01 Key of Hearths | SJ-DC-STA-01 Key of Hearths | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
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WPM Weapon (not in count) | legendary | DDHC-TYP White Plume Mountain | I | DDHC-TYP White Plume Mountain | Show | |
Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | G | DDHC-TYP White Plume Mountain | Show | |
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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Sentinel Shield | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level6 | F | DDHC-DMM Dungeon of the Mad Mage: Level6 | Show | |
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage: Level6 | G | DDHC-DMM Dungeon of the Mad Mage: Level6 | Show | |
Notes:
Weapon (dagger), rare This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. |
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Elemental Gem (Water) | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level3 | F | DDHC-DMM Dungeon of the Mad Mage: Level3 | Show | |
Notes:
Wondrous item, uncommon When you use an action to break the gem, a water elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. |
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Mace of Smiting | rare | DDHC-DMM Dungeon of the Mad Mage: Level21 | G | DDHC-DMM Dungeon of the Mad Mage: Level21 | Show | |
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Sun Blade | rare | DDHC-DMM Dungeon of the Mad Mage: Level18 | G | DDHC-DMM Dungeon of the Mad Mage: Level18 | Show | |
Notes:
Melee weapon, rare This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night. |
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Mithral Chain Shirt | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level18 | F | DDHC-DMM Dungeon of the Mad Mage: Level18 | Show | |
Cloak of the Bat | rare | DDHC-DMM Dungeon of the Mad Mage: Level18 | G | DDHC-DMM Dungeon of the Mad Mage: Level18 | Show | |
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level15 | H | DDHC-DMM Dungeon of the Mad Mage: Level15 | Show | |
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |
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Figurine of Wondrous Power (Onyx Dog) | rare | DDHC-DMM Dungeon of the Mad Mage: Level15 | G | DDHC-DMM Dungeon of the Mad Mage: Level15 | Show | |
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your Languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. |
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Elemental Gem (Fire) | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level15 | F | DDHC-DMM Dungeon of the Mad Mage: Level15 | Show | |
Notes:
Wondrous item, uncommon When you use an action to break the gem, a fire elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. |
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Watchful Helm | very_rare | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Ioun Stone of Awareness | rare | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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Eyes of Minute Seeing | uncommon | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, uncommon |
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Crystal Ball of True Seeing | legendary | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, legendary (requires attunement) |
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Sun Blade | rare | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) |
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Hat of Disguise | uncommon | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |