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
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.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
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.
Saddle of the Cavalier [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wondrous Item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Propeller Helm
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19
Show
Notes:
Wondrous item, uncommon (requires attunement by a Small humanoid)
While worn, the helm allows its wearer to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Sending Stones
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Rope of Climbing [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wondrous Item, Uncommon
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Wand of Magic Detection [Crafted]
uncommon
Bastion Turn
Show
Notes:
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.
| Name | Rarity | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|
| Vicious Longsword | rare | Trade Log | Show | |||
|
Notes:
Weapon (longsword), rare |
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| Orb of Gonging | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 | Show | |||
|
Notes:
Wondrous Item, common |
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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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| Ring of Swimming [Crafted] | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14 | Show | |||
|
Notes:
Ring, uncommon |
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| Moon-Touched Sword, Shortsword [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 14 | Show | |||
|
Notes:
Weapon (shortsword), common |
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| Mithral Plate | uncommon | Bastion Turn | Show | |||
|
Notes:
Armor (plate), uncommon |
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| Sentinel Shield | uncommon | Bastion Turn | Show | |||
|
Notes:
Armor (shield), uncommon |
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| 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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| Mithral Chain Shirt | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
|
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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| Cloak of the Bat | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 18 | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) 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. |
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| Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | Show | |||
|
Notes:
Wondrous item, very rare |
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| Saddle of the Cavalier [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Propeller Helm | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19 | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement by a Small humanoid) |
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| Sending Stones | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 19 | Show | |||
|
Notes:
Wondrous Item, uncommon Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| Rope of Climbing [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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| Wand of Magic Detection [Crafted] | uncommon | Bastion Turn | Show | |||
|
Notes:
Wand, uncommon |
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