Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Paper Bird
uncommon
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 1
Show
Notes:
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.
6 Sheets
Potion of Healing
common
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 1
Show
Necklace of Fireballs
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 3
Show
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
2 Beads
Potion of Healing
common
DDHC-WDH-03 Blue Alley
Show
Lantern of Revealing
uncommon
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.
Moon-Touched Scimitar
common
DDHC-WDH-03 Blue Alley + DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
Show
Notes:
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.
Potion of Healing
common
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
Show
Portable Hole
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Knave's Eye Patch
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Wand of Web
uncommon
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Rapier +3
very_rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
Show
Notes:
Weapon, very rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Hat of Disguise
uncommon
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Ring of Truth Telling
uncommon
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Feather of Diatryma Summoning
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Bracer of Flying Daggers
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Cloak of Displacement
rare
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
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.
Dragonhide Belt
uncommon
DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4
Show
Notes:
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Astromancy Archive
rare
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Paper Bird | uncommon | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 1 | Show | |||
Notes:
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. 6 Sheets |
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Potion of Healing | common | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 1 | Show | |||
Necklace of Fireballs | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 3 | Show | |||
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. 2 Beads |
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Potion of Healing | common | DDHC-WDH-03 Blue Alley | Show | |||
Lantern of Revealing | uncommon | 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. |
||||||
Moon-Touched Scimitar | common | DDHC-WDH-03 Blue Alley + DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | Show | |||
Notes:
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. |
||||||
Potion of Healing | common | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | Show | |||
Portable Hole | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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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Knave's Eye Patch | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
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Wand of Web | uncommon | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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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Rapier +3 | very_rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | Show | |||
Notes:
Weapon, very rare You have a +3 bonus to attack and damage rolls made with this weapon. |
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Hat of Disguise | uncommon | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
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Ring of Truth Telling | uncommon | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
||||||
Feather of Diatryma Summoning | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
||||||
Bracer of Flying Daggers | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
||||||
Cloak of Displacement | rare | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | 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. |
||||||
Dragonhide Belt | uncommon | DDHC-WDH-P Waterdeep: Dragon Heist, Chapter 4 | Show | |||
Notes:
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. |
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Astromancy Archive | rare | SJ-DC-AMAK-04: Starlight's Lament | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |