Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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.

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.

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.

Rod of the Pact Keeper +2 rare Service Reward: Reward as Player Show
Notes:

Rod, rare (requires attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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.

Staff of Healing rare Service Reward: Rare Show
Notes:

Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.

This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th),
- Lesser Restoration (2 charges).
- Mass Cure Wounds (5 charges).

The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.

Additionally this Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

Tearulai legendary DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 6 Show
Notes:

Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)
The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s magical properties are suppressed until it is removed from Valdemar’s skull.

Evil creatures can’t attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere without its wielder while the two are attuned to one another.

Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).

Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. See sentient magical items for more information.

Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created.

Sword of Sharpness
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Tome of Leadership and Influence very_rare Trade Log Show
Notes:

Wondrous item, Very Rare
The red leather that covers this tome is embossed with a smiling man with a third eye.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Vault of the Efreeti (Portable Hole) rare Trade Log Show
Notes:

Wondrous Item, Rare
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.
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. See the Dungeon Master’s Guide for more details.