Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Sun Blade
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18
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Notes:
Weapon (longsword), rare (requires attunement)
The blade has many names including Sunlight's Wrath & Shar's Bane but it original name is Scintilmorn and its original purpose: to destroy vampires and other creatures of the night.
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take 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 weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls 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.
Sunlight. 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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
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.
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.
Sentinel Shield
uncommon
Bastion Turn
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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.
Boots of Elvenkind
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6
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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.
Gauntlets of Ogre Power
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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.
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.
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.
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
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.
Headband of Intellect
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8/9
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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.
Staff of Flowers
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6
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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.
Wand of Conducting
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 7
Show
Notes:
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
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.
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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Robe of Eyes | rare | Trade Log | Show | |||
|
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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| Sun Blade | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
|
Notes:
Weapon (longsword), rare (requires attunement) Blade of Radiance. While grasping the hilt, you can take 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 weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls 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. Sunlight. 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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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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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| 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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| Sentinel Shield | uncommon | Bastion Turn | Show | |||
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Notes:
Armor (shield), uncommon |
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| Boots of Elvenkind | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
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Notes:
Wondrous item, uncommon |
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| Gauntlets of Ogre Power | 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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| Mithral Plate | uncommon | Bastion Turn | Show | |||
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Notes:
Armor (plate), uncommon |
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| Mithral Plate | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
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Notes:
Armor (plate), uncommon |
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| Mithral Armor (Chainmail) | uncommon | Service Reward: Reward as Player | Show | |||
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Notes:
Armor (chain mail), uncommon |
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| Wand of the War Mage, +1 | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
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Notes:
Wand, uncommon (requires attunement by a Spellcaster) |
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| Mithral Chain Shirt | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
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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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| 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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| Headband of Intellect | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8/9 | Show | |||
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Notes:
Wondrous Item, uncommon (requires attunement) |
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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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| Wand of Conducting | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 7 | Show | |||
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Notes:
Wand, common The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. |
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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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| Moon-Touched Sword, Shortsword [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14 | Show | |||
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Notes:
Weapon (shortsword), common |
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| Shiftweave | common | Service Reward: Gain Reward as if you had been a Player | Show | |||
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Notes:
Wondrous Item, Common |
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