Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Piwafwi (Cloak of Elvenkind)
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
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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.
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.
Boots of Elvenkind
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6
Show
Notes:
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
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.
Vicious Spear
rare
Service Reward: Gain Reward as if you had been a Player
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Notes:
Weapon (spear), rare
This spear is made from a polished narwhal tusk, and it has been carved with symbols of slaughter and bloodshed. By wielding it publicly, you may get strange looks. It may also mark you as someone involved in the killing of one of the evil Wolf Tribe marauders. What that means is up to the DM!
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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.
Shortsword, +2
rare
Service Reward: Gain Reward as if you had been a Player
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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.
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.
Dimensional Shackles
rare
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Rod of Rulership
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8
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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.
Ring of Protection
rare
Trade Log
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Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Mirror of the Past
rare
DDHC-TYP The Hidden Shrine of Tamoachan
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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.
Dodecahedron of Doom
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13
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Notes:
Wondrous item, rare
A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
d12 Effect
1-2 | The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3-4 | The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5-6 | The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7-8 | The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9-10 | The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11-12 | The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.
Vicious Longsword
rare
Trade Log
Show
Notes:
Weapon (longsword), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
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
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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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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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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Mithral Plate | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Armor (plate), uncommon |
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Boots of Elvenkind | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
Notes:
Wondrous item, uncommon |
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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) 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 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. |
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Vicious Spear | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
Notes:
Weapon (spear), rare When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type. |
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Lyre of Building | rare | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a bard) 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. |
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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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Rod of the Pact Keeper +2 | rare | Service Reward: Reward as Player | Show | |||
Notes:
Rod, rare (requires attunement by a Warlock) 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. |
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Dimensional Shackles | rare | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
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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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Ring of Protection | rare | Trade Log | Show | |||
Notes:
Ring, rare (requires attunement) |
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Mirror of the Past | rare | DDHC-TYP The Hidden Shrine of Tamoachan | Show | |||
Notes:
Wondrous item, rare |
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Dodecahedron of Doom | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 | Show | |||
Notes:
Wondrous item, rare The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect |
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Vicious Longsword | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare |
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Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund) | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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Dawnfire (Sun Blade) | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) |
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Vault of the Efreeti (Portable Hole) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, Rare |
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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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Staff of Healing | rare | Service Reward: Rare | Show | |||
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid 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: 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. |