Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ilmater’s Bleeding Heart
uncommon
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.
Boots of False Tracks
common
CCC-ARCON01-01 Forest Song
CCC-ARCON01-01 Forest Song
Show
Notes:
Wondrous Item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
The boots resize to fit any humanoid.
Immovable Rod
uncommon
CCC-ARCON01-01 Forest Song
CCC-ARCON01-01 Forest Song
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.
Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.
More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Paper Bird
uncommon
DDHC-WDH-01 Waterdeep Encounters
DDHC-WDH-01 Waterdeep Encounters
Show
Notes:
6x
Wondrous item, uncommon
After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.
Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.
Grum'shars Spellbook
common
DDHC-WDH-01 Waterdeep Encounters
DDHC-WDH-01 Waterdeep Encounters
Show
Notes:
burning hands, disguise self, false life, shield, unseen servant, and witch bolt
Lantern of Revealing
uncommon
DDHC-WDH-03 Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Wand of Pyrotechnics
common
DDHC-WDH-03 Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Moon-Touched Scimitar
common
DDHC-WDH-03 Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (any sword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Bracer of Flying Daggers
rare
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare (requires attunement)
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
Ring of Warmth
uncommon
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Ring of Truth Telling
uncommon
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
Hat of Disguise
uncommon
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
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.
Cloak of Displacement
rare
DDHC-WDH Waterdeep: Dragon Heist
G
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Wand of Web
uncommon
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Feather of Diatryma Summoning
rare
DDHC-WDH Waterdeep: Dragon Heist
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare (requires attunement)
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.
The diatryma is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
Horn of Silent Alarm
common
SJ-DC-RTR-05 Cold, Darkness and Fire
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Minor Property: 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.
"Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
- Howar Kohlenquetscher
Studded Leather Armor +1
rare
SJ-DC-RTR-05 Cold, Darkness and Fire
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
Magical Light armor (rare magic item)
13 lb.
AC 13 + Dex
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen...
Staff of the Woodlands
rare
DDHC-TYP - White Plume Mountain
Trade Log
Show
Notes:
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
animal friendship (1 charge)
awaken (5 charges)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Boots of Levitation
rare
SJ-DC-RTR-06 Search for Salty Sailors
SJ-DC-RTR-06 Search for Salty Sailors
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Spell: Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Minor Property: 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.
Anstruth Harp
very_rare
DDHC-SKT-Chapter 9
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), wall of thorns
Name | Rarity | Location | Table | Result | Source | |
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Ilmater’s Bleeding Heart | uncommon | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Boots of False Tracks | common | CCC-ARCON01-01 Forest Song | CCC-ARCON01-01 Forest Song | Show | ||
Notes:
Wondrous Item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. |
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Immovable Rod | uncommon | CCC-ARCON01-01 Forest Song | CCC-ARCON01-01 Forest Song | Show | ||
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Paper Bird | uncommon | DDHC-WDH-01 Waterdeep Encounters | DDHC-WDH-01 Waterdeep Encounters | Show | ||
Notes:
6x After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment. |
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Grum'shars Spellbook | common | DDHC-WDH-01 Waterdeep Encounters | DDHC-WDH-01 Waterdeep Encounters | Show | ||
Notes:
burning hands, disguise self, false life, shield, unseen servant, and witch bolt |
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Lantern of Revealing | uncommon | DDHC-WDH-03 Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Wand of Pyrotechnics | common | DDHC-WDH-03 Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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Moon-Touched Scimitar | common | DDHC-WDH-03 Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
Weapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Bracer of Flying Daggers | rare | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. |
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Ring of Warmth | uncommon | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Ring of Truth Telling | uncommon | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Hat of Disguise | uncommon | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Cloak of Displacement | rare | DDHC-WDH Waterdeep: Dragon Heist | G | DDHC-WDH Waterdeep: Dragon Heist | Show | |
Notes:
Wondrous item, rare (requires attunement) |
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Wand of Web | uncommon | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Feather of Diatryma Summoning | rare | DDHC-WDH Waterdeep: Dragon Heist | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. The diatryma is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. |
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Horn of Silent Alarm | common | SJ-DC-RTR-05 Cold, Darkness and Fire | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | ||
Notes:
Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Minor Property: 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. "Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
|
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Studded Leather Armor +1 | rare | SJ-DC-RTR-05 Cold, Darkness and Fire | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | ||
Notes:
Magical Light armor (rare magic item) Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen... |
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Staff of the Woodlands | rare | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
Notes:
Staff, rare (requires attunement by a Druid) The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells animal friendship (1 charge) Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Boots of Levitation | rare | SJ-DC-RTR-06 Search for Salty Sailors | SJ-DC-RTR-06 Search for Salty Sailors | Show | ||
Notes:
Wondrous item, rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Spell: Levitate 2nd-level transmutation The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. Minor Property: 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. |
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Anstruth Harp | very_rare | DDHC-SKT-Chapter 9 | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), wall of thorns |