Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Wand of Magic Detection [Crafted] uncommon Bastion Turn Show
Notes:

Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.

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.

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.

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.

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.

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.

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.

Headband of Intellect uncommon DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8/9 Show
Notes:

Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

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.

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.

Wand of the War Mage, +1 uncommon DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.

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.

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.

Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund) rare Service Reward: Rare Show
Notes:

Wondrous Item, rare (requires attunement)
Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion."
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your
Strength without the belt is equal to or greater than 21.

Dawnfire (Sun Blade) rare Trade Log Show
Notes:

Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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.

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

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.

Winter wolf cloak (Hell Hound Cloak) rare Service Reward: Gain Reward as if you had been a Player Show
Notes:

Wondrous Item, rare (requires attunement)
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.

This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. It is all other ways the same as a hell hound cloak.

Hell Hound Cloak
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.