Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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.

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.

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.

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.

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.

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.

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 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.

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