Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Tearulai
legendary
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 6
Show
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)
The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s magical properties are suppressed until it is removed from Valdemar’s skull.
Evil creatures can’t attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere without its wielder while the two are attuned to one another.
Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).
Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. See sentient magical items for more information.
Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created.
Sword of Sharpness
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
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.
Tome of Leadership and Influence
very_rare
Trade Log
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.
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
Shortsword, +2
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Weapon (any), rare (+2)
The shortsword is made from the claw of a polar bear, with a white blade and a black tip. The wielder, when happy, growls.
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Winter wolf cloak (Hell Hound Cloak)
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Wondrous Item, rare (requires attunement)
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. It is all other ways the same as a hell hound cloak.
Hell Hound Cloak
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Vicious Spear
rare
Service Reward: Gain Reward as if you had been a Player
Show
Notes:
Weapon (spear), rare
This spear is made from a polished narwhal tusk, and it has been carved with symbols of slaughter and bloodshed. By wielding it publicly, you may get strange looks. It may also mark you as someone involved in the killing of one of the evil Wolf Tribe marauders. What that means is up to the DM!
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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.
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.
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.
Vault of the Efreeti (Portable Hole)
rare
Trade Log
Show
Notes:
Wondrous Item, Rare
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. See the Dungeon Master’s Guide for more details.
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.
Staff of Healing
rare
Service Reward: Rare
Show
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.
This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th),
- Lesser Restoration (2 charges).
- Mass Cure Wounds (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Additionally this Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
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.
Rod of the Pact Keeper +2
rare
Service Reward: Reward as Player
Show
Notes:
Rod, rare (requires attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Silver Horn of Valhalla
rare
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
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.
Rod of Rulership
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod 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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
||||||
Tearulai | legendary | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 6 | Show | |||
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) Evil creatures can’t attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere without its wielder while the two are attuned to one another. Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. See sentient magical items for more information. Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. Sword of Sharpness When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. |
||||||
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. |
||||||
Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, Very Rare |
||||||
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 |
||||||
Shortsword, +2 | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
Notes:
Weapon (any), rare (+2) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. |
||||||
Winter wolf cloak (Hell Hound Cloak) | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. It is all other ways the same as a hell hound cloak. Hell Hound Cloak Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
||||||
Vicious Spear | rare | Service Reward: Gain Reward as if you had been a Player | Show | |||
Notes:
Weapon (spear), rare When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type. |
||||||
Mirror of the Past | rare | DDHC-TYP The Hidden Shrine of Tamoachan | Show | |||
Notes:
Wondrous item, rare |
||||||
Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund) | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
||||||
Dawnfire (Sun Blade) | rare | Trade Log | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) |
||||||
Vault of the Efreeti (Portable Hole) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, Rare |
||||||
Dagger of Blindsight | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 5/6 | Show | |||
Notes:
Weapon (dagger), rare (requires attunement) |
||||||
Staff of Healing | rare | Service Reward: Rare | Show | |||
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier: The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. Additionally this Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
||||||
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. |
||||||
Rod of the Pact Keeper +2 | rare | Service Reward: Reward as Player | Show | |||
Notes:
Rod, rare (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
||||||
Silver Horn of Valhalla | rare | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare |
||||||
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. |
||||||
Rod of Rulership | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, 8 | Show | |||
Notes:
Rod, rare (requires attunement) |
||||||
Mithral Armor (Chainmail) | uncommon | Service Reward: Reward as Player | Show | |||
Notes:
Armor (chain mail), uncommon |