Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Driftglobe
uncommon
DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well
DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well
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Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Circlet of Blasting
uncommon
DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well
DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well
Show
Notes:
Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
+1 Bloodwell Vial
uncommon
LvL 5 Award
STARTING PLAY AT 5TH LEVEL
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Notes:
Wondrous item, uncommon (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Driftglobe | uncommon | DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well | DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well | Show | ||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Circlet of Blasting | uncommon | DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well | DDHC-WDH Waterdeep: Dungeon of the Mad Mage - Entry Well | Show | ||
Notes:
Wondrous item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. |
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+1 Bloodwell Vial | uncommon | LvL 5 Award | STARTING PLAY AT 5TH LEVEL | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |