Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Horn of Valhalla (Horn of the Endless Maze) common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 12 Show
Notes:

Wondrous item, rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard (Abyss) appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block (look like minotaurs) and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

A brass horn summons 3 Berserkers. To use the brass horn, you must have Proficiency with all Simple weapons.

If you blow the horn without meeting its requirement, the summoned Berserkers attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.

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.

Gloves of Missile Snaring common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 12 Show
Notes:

Wondrous item, uncommon (requires attunement)
If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.

Githyanki Earring (Ear Horn of Hearing) common Service Reward: Reward as Player Show
Notes:

Wondrous Item, Common
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.

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.

Dodecahedron of Doom rare DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 Show
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.

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.

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.

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

Wondrous Item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Cloak of the Bat rare DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Cloak of Many Fashions common Service Reward: Common or Uncommon Show
Notes:

Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Having been pursued by royal guards and hags, the cloak has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Chest of Preserving common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 Show
Notes:

Wondrous item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

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.

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.

Bahamut's Blessing (Blessing of Magic Resistance) unique Service Reward: Reward as Player Show
Notes:

You have advantage on saving throws against spells and other magical effects.

Armor of Gleaming (Breastplate ) [Crafted] common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 Show
Notes:

Armor (breastplate), common
This armor never gets dirty.

Anstruth Harp very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play Anstruth Harp to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 5), Ice Storm, and Wall of Thorns. Once the Anstruth Harp has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.