Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

Nolzur's Marvelous Pigments common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 13 Show
Notes:

Wondrous Item, very rare
This fine wooden box contains 1d4 (4) pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.

When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.

No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.

Shiftweave common Service Reward: Gain Reward as if you had been a Player Show
Notes:

Wondrous Item, Common
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.

Pipe of Smoke Monsters common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 4 + Skullport Show
Notes:

Wondrous Item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Staff of Flowers common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 Show
Notes:

Staff, common
While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of it, or from the staff itself. Unless a specific kind of flower is chosen, the staff creates a mild-scented daisy. Wyllow’s staff is peculiar in that it can’t create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever.

Silvered Longbow common DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 12 Show
Notes:

Weapon (longbow), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

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.

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.

Rhythm-Maker’s Drum +1 uncommon Level 5 magic Item Show
Notes:

Wondrous Item, uncommon (requires attunement by a bard)
While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.

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.

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.

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.