Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
Dagger of Blindsight
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6
Show
Notes:
Weapon (dagger), rare (requires attunement)
The dagger has a saw-toothed edge and a black pearl nested in its pommel.
A creature attuned to it gains blindsight out to a range of 30 feet.
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.
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.
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.
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.
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.
Instrument of Illusions [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Wondrous Item, common
While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Lyre of Building
rare
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare (requires attunement by a bard)
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct, and that spell can’t be cast from it again until the next dawn.
Mirror of the Past
rare
DDHC-TYP The Hidden Shrine of Tamoachan
Show
Notes:
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
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.
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.
Necklace of Prayer Beads
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
This necklace has three beads of blessing and two beads of curing.
d20 | Bead of... | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd Level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind Walking | Wind Walk
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Anstruth Harp | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement by a Bard) 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. |
||||||
Armor of Gleaming (Breastplate ) [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Armor (breastplate), common |
||||||
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. |
||||||
Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund) | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
||||||
Boots of Elvenkind | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
Notes:
Wondrous item, uncommon |
||||||
Chest of Preserving | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Wondrous item, common |
||||||
Cloak of Many Fashions | common | Service Reward: Common or Uncommon | Show | |||
Notes:
Wondrous Item, common |
||||||
Clothes of Mending [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Wondrous Item, common |
||||||
Dagger of Blindsight | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
Notes:
Weapon (dagger), rare (requires attunement) |
||||||
Dawnfire (Sun Blade) | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) |
||||||
Dimensional Shackles | rare | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare 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. |
||||||
Gauntlets of Ogre Power | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
Githyanki Earring (Ear Horn of Hearing) | common | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, Common |
||||||
Headband of Intellect | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8/9 | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
Instrument of Illusions [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Wondrous Item, common |
||||||
Lyre of Building | rare | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a bard) In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct, and that spell can’t be cast from it again until the next dawn. |
||||||
Mirror of the Past | rare | DDHC-TYP The Hidden Shrine of Tamoachan | Show | |||
Notes:
Wondrous item, rare |
||||||
Mithral Armor (Chainmail) | uncommon | Service Reward: Reward as Player | Show | |||
Notes:
Armor (chain mail), uncommon |
||||||
Mithral Plate | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
Notes:
Armor (plate), uncommon |
||||||
Necklace of Prayer Beads | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. This necklace has three beads of blessing and two beads of curing. d20 | Bead of... | Spell |