Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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.
Sun Blade
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18
Show
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.
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.
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.
Vicious Spear
rare
Service Reward: Gain Reward as if you had been a Player
Show
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.
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.
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.
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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
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| Staff of Healing | rare | Service Reward: Rare | Show | |||
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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. |
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| Sun Blade | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
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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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| Tearulai | legendary | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 6 | Show | |||
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Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) 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 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. |
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| Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
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Notes:
Wondrous item, Very Rare |
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| Vault of the Efreeti (Portable Hole) | rare | Trade Log | Show | |||
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Notes:
Wondrous Item, Rare |
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| Vicious Longsword | rare | Trade Log | Show | |||
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Notes:
Weapon (longsword), rare |
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| Vicious Spear | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
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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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| 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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| 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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| Winter wolf cloak (Hell Hound Cloak) | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
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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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