Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of the Devout
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (+1)(requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Cape (Trinket)
common
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
A bit of folded cloth that, when unfolded, turns into a stylish cap
Cloak of the Bat
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Dwarven Thrower
common
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Dwarven Thrower
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.
Eagle Whistle
rare
DDHC-TYP Hidden Shrime of Tamochan
Show
Notes:
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Elemental Gem (Fire)
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Elemental Gem (Fire)
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.
Elemental Gem (Water)
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Figurine of Wondrous Power (Onyx Dog)
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Figurine of Wondrous Power (Onyx Dog)
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.
Headband of Intellect
uncommon
DDEX1-06 - The Scroll Thief
Show
Notes:
Uncommon, Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
The headband made of polished bone with a sigil embossed on it of Denlor, a wizard who once resided within Phlan.
Mace of Smiting
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
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 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Mitral Chain Shirt
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Moonsea Cults
common
DDEX1-02 - Secrets of Sokol Keep
Show
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Notes:
1x Greater Restoration
1x Bless
4x Cure Wounds Or Lesser Resto
Ring of Regenaration
very_rare
Trade Log
Show
Scintilmorn (Sun Blade)
rare
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Sun Blade
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.
Sentinel Shield
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Wand of Magic Detection
uncommon
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of the Devout | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (+1)(requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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Cape (Trinket) | common | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
A bit of folded cloth that, when unfolded, turns into a stylish cap |
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Cloak of the Bat | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Dwarven Thrower | common | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Dwarven Thrower 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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Eagle Whistle | rare | DDHC-TYP Hidden Shrime of Tamochan | Show | |||
Notes:
Eagle Whistle While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Elemental Gem (Fire) | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Elemental Gem (Fire) 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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Elemental Gem (Water) | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Figurine of Wondrous Power (Onyx Dog) | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Figurine of Wondrous Power (Onyx Dog) 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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Headband of Intellect | uncommon | DDEX1-06 - The Scroll Thief | Show | |||
Notes:
Uncommon, Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it. The headband made of polished bone with a sigil embossed on it of Denlor, a wizard who once resided within Phlan. |
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Mace of Smiting | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
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 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed. |
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Mitral Chain Shirt | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Moonsea Cults | common | DDEX1-02 - Secrets of Sokol Keep | Show | |||
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region. |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Notes:
1x Greater Restoration |
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Ring of Regenaration | very_rare | Trade Log | Show | |||
Scintilmorn (Sun Blade) | rare | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Sun Blade 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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Sentinel Shield | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Wand of Magic Detection | uncommon | DDHC-DMM Dungeon of the Mad Mage | Show | |||
Notes:
Wand of Magic Detection This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. |