Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Mithral Chain Shirt
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18
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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
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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
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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.
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.
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.
Shiftweave
common
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Wondrous Item, Common
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shortsword, +2
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Weapon (any), rare (+2)
The shortsword is made from the claw of a polar bear, with a white blade and a black tip. The wielder, when happy, growls.
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Silvered Greatsword +3
very_rare
Service Reward: Reward as Player
Show
Notes:
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Longbow
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 12
Show
Notes:
Weapon (longbow), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Staff of Flowers
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6
Show
Notes:
Staff, common
While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of it, or from the staff itself. Unless a specific kind of flower is chosen, the staff creates a mild-scented daisy. Wyllow’s staff is peculiar in that it can’t create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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 | |||
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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 | |||
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Notes:
Wondrous Item, common |
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| Piwafwi (Cloak of Elvenkind) | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
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Notes:
Wondrous item, uncommon (requires attunement) |
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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 | |||
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Notes:
Ring, uncommon |
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| Robe of Eyes | rare | Trade Log | Show | |||
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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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| Sentinel Shield | uncommon | Bastion Turn | Show | |||
|
Notes:
Armor (shield), uncommon |
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| Shiftweave | common | Service Reward: Gain Reward as if you had been a Player | Show | |||
|
Notes:
Wondrous Item, Common |
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| Shortsword, +2 | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
|
Notes:
Weapon (any), rare (+2) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. |
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| Silvered Greatsword +3 | very_rare | Service Reward: Reward as Player | Show | |||
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Notes:
Weapon (greatsword), very rare |
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| Silvered Longbow | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 12 | Show | |||
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Notes:
Weapon (longbow), common |
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| Staff of Flowers | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
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Notes:
Staff, common The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. |
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