Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
UC - Lantern of Revealing
uncommon
Blue Alley, Golden Door
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.
C - Moon-Touched Scimitar
common
Blue Alley, Platform Room
DDHC-WDH Waterdeep: Dragon Heist
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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.
UC - Smokepowder Packet
uncommon
Mistshore
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, uncommon
This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit.
Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
Quantity: 12 Packets (60 shots)
L - Leather Armor +3
legendary
Vault
DDHC-WDH Waterdeep: Dragon Heist
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Notes:
Armor (light), legendary
You have a +3 bonus to AC while wearing this armor.
VR - Rapier +3
very_rare
Vault
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Weapon, very rare
You have a +3 bonus to attack and damage rolls made with this weapon.
R/A - Bracer of Flying Daggers
rare
Vault
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.
R/A - Feather of Diatryma Summoning
rare
Vault
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.
R/A - Knave's Eye Patch
rare
Vault
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
* You have advantage on Wisdom (Perception) checks that rely on sight.
* If you have the Sunlight Sensitivity trait, you are unaffected by the trait. You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
R - Portable Hole
rare
Vault
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
UC/A - Ring of Truth Telling
uncommon
Vault
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.
UC/A - Ring of Warmth
uncommon
Vault
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.
UC/A - Wand of Web
uncommon
Vault
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.
R/A - Cloak of Displacement
rare
Reward
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:

Wondrous item, rare (requires attunement)
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.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
UC - Lantern of Revealing | uncommon | Blue Alley, Golden Door | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
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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C - Moon-Touched Scimitar | common | Blue Alley, Platform Room | DDHC-WDH Waterdeep: Dragon Heist | 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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UC - Smokepowder Packet | uncommon | Mistshore | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. Quantity: 12 Packets (60 shots) |
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L - Leather Armor +3 | legendary | Vault | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Armor (light), legendary You have a +3 bonus to AC while wearing this armor. |
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VR - Rapier +3 | very_rare | Vault | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Weapon, very rare You have a +3 bonus to attack and damage rolls made with this weapon. |
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R/A - Bracer of Flying Daggers | rare | Vault | 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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R/A - Feather of Diatryma Summoning | rare | Vault | 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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R/A - Knave's Eye Patch | rare | Vault | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: |
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R - Portable Hole | rare | Vault | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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UC/A - Ring of Truth Telling | uncommon | Vault | 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. |
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UC/A - Ring of Warmth | uncommon | Vault | 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. |
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UC/A - Wand of Web | uncommon | Vault | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
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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R/A - Cloak of Displacement | rare | Reward | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
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. |