Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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 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 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.

Mirror of the Past rare DDHC-TYP The Hidden Shrine of Tamoachan Show
Notes:

Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.

Lyre of Building rare Service Reward: Reward as Player Show
Notes:

Wondrous Item, rare (requires attunement by a bard)
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct, and that spell can’t be cast from it again until the next dawn.

Instrument of Illusions [Crafted] common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 Show
Notes:

Wondrous Item, common
While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.