Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Mithral Armor (Chainmail)
uncommon
Service Reward: Reward as Player
Show
Notes:
Armor (chain mail), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Chain Shirt
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18
Show
Notes:
Armor (chain shirt), uncommon
Mithral is a light, flexible metal. A mithral chain shirt can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Darkvision: This Mithral armor has the additional property of granting its wearer darkvision out to a range of 60 feet
Mithral Plate
uncommon
Bastion Turn
Show
Notes:
Armor (plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Plate
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Armor (plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Moon-Touched Sword, Shortsword [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14
Show
Notes:
Weapon (shortsword), 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.
Necklace of Prayer Beads
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
This necklace has three beads of blessing and two beads of curing.
d20 | Bead of... | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd Level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind Walking | Wind Walk
Nolzur's Marvelous Pigments
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13
Show
Notes:
Wondrous Item, very rare
This fine wooden box contains 1d4 (4) pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Orb of Gonging
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13
Show
Notes:
Wondrous Item, common
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Pipe of Smoke Monsters
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 4 + Skullport
Show
Notes:
Wondrous Item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Piwafwi (Cloak of Elvenkind)
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.
Propeller Helm
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19
Show
Notes:
Wondrous item, uncommon (requires attunement by a Small humanoid)
While worn, the helm allows its wearer to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Rhythm-Maker’s Drum +1
uncommon
Level 5 magic Item
Show
Notes:
Wondrous Item, uncommon (requires attunement by a bard)
While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
Ring of Protection
rare
Trade Log
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Ring of Swimming [Crafted]
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14
Show
Notes:
Ring, uncommon
You have a Swim Speed of 40 feet while wearing this ring.
Robe of Eyes
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Rod of Rulership
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Rope of Climbing [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wondrous Item, Uncommon
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Saddle of the Cavalier [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wondrous Item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Sending Stones
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Sentinel Shield
uncommon
Bastion Turn
Show
Notes:
Armor (shield), uncommon
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Mithral Armor (Chainmail) | uncommon | Service Reward: Reward as Player | Show | |||
|
Notes:
Armor (chain mail), uncommon |
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| Mithral Chain Shirt | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
|
Notes:
Armor (chain shirt), uncommon Darkvision: This Mithral armor has the additional property of granting its wearer darkvision out to a range of 60 feet |
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| Mithral Plate | uncommon | Bastion Turn | Show | |||
|
Notes:
Armor (plate), uncommon |
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| Mithral Plate | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
|
Notes:
Armor (plate), uncommon |
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| Moon-Touched Sword, Shortsword [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14 | Show | |||
|
Notes:
Weapon (shortsword), common |
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| Necklace of Prayer Beads | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
|
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. This necklace has three beads of blessing and two beads of curing. d20 | Bead of... | Spell |
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| Nolzur's Marvelous Pigments | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 | Show | |||
|
Notes:
Wondrous Item, very rare When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm. |
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| Orb of Gonging | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 | Show | |||
|
Notes:
Wondrous Item, common |
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| Pipe of Smoke Monsters | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 4 + Skullport | Show | |||
|
Notes:
Wondrous Item, common |
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| Piwafwi (Cloak of Elvenkind) | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Propeller Helm | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19 | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement by a Small humanoid) |
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| Rhythm-Maker’s Drum +1 | uncommon | Level 5 magic Item | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. |
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| Ring of Protection | rare | Trade Log | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Ring of Swimming [Crafted] | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14 | Show | |||
|
Notes:
Ring, uncommon |
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| Robe of Eyes | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. |
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| Rod of Rulership | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8 | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Rope of Climbing [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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| Saddle of the Cavalier [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Sending Stones | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19 | Show | |||
|
Notes:
Wondrous Item, uncommon Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| Sentinel Shield | uncommon | Bastion Turn | Show | |||
|
Notes:
Armor (shield), uncommon |
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