Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
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Notes:
Weapon (rapier), common
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
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.
Clothes of Mending
common
Purchase Log
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Notes:
Wondrous item, common
This set of traveler's clothes has a nimbus of harmless flames surrounding it
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.
Dread Helm
common
CCC-OOC-02 Feast of the Moon
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Notes:
Wondrous Item, common
The black steel of this helm and visor are worked to resemble the face of a snarling dragon.
This fearsome steel helm makes your eyes glow red while you wear it.
Helm of Telepathy
uncommon
DDHC-IDRotF Chapter 2: Id Ascendant
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Notes:
Wondrous Item, uncommon (requires attunement)
The second is a slimy coif made from a living space slug, that functions like a helm of telepathy.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Immovable Rod
uncommon
CCC-RCC-01-02 The King of Thar
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Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Shadowneedle [Unbreakable Arrow]
common
Service Reward: Tier 1 Adventure Reward
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Notes:
Weapon (arrow), common
One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
Moon-Touched Sword (Scimitar)
common
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (Scimitar), 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.
Wand of Pyrotechnics
common
DDHC-WDH-03 Blue Alley
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Notes:
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Lantern of Revealing
uncommon
DDHC-WDH-03 Blue Alley
Show
Notes:
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Wand of Secrets
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1
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Notes:
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Driftglobe
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Gloves of Thievery
uncommon
Service Reward: Gloves of Thievery
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Notes:
Wondrous Item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Circlet of Human Perfection
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 & 2
Show
Notes:
Wondrous Item, uncommon (requires attunement by a humanoid)
This circlet is an uncommon magic item called a circlet of human perfection. Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer’s statistics and racial traits don’t change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
Circlet of Blasting
uncommon
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 & 2
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Notes:
Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Pot of Awakening
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 2
Show
Notes:
Wondrous item, common
If one plants an ordinary shrub in the pot and lets it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing.
Glamoured Studded Leather
rare
DDAL08-11 Poisoned Words
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Notes:
Armor (studded leather), rare
This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Wand of Magic Missiles
uncommon
Trade Log
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Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Staff Of Healing
rare
Service Reward: Rare
Show
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
This smoky gray staff is carved from the hardiest of duskwood trees. It is intricately carved with white and green lacquered symbols, all dedicated to the goddess Eldath.
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.
Necklace Of Prayer Beads
rare
Service Reward: Rare
Show
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
Necklace of Prayerbeads Image
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical 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.
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.
Bead types
Roll | Name | 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
Beads in this Prayer Beads
2 x Blessing
3 x Favor
1 x Summons
Staff of the Woodlands
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a druid)
Two snake-like branches entwined together comprise the stalk of the staff. One branch is brown and the other is bright green. On the top of the staff sprout tiny limbs with equally tiny leaves; one side red and gold and the other spring green.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Name | Rarity | Location | Table | Result | Source | |
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Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
Notes:
Weapon (rapier), common |
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Clothes of Mending | common | Purchase Log | Show | |||
Notes:
Wondrous item, common |
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Dread Helm | common | CCC-OOC-02 Feast of the Moon | Show | |||
Notes:
Wondrous Item, common |
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Helm of Telepathy | uncommon | DDHC-IDRotF Chapter 2: Id Ascendant | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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Immovable Rod | uncommon | CCC-RCC-01-02 The King of Thar | Show | |||
Notes:
Rod, uncommon |
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Shadowneedle [Unbreakable Arrow] | common | Service Reward: Tier 1 Adventure Reward | Show | |||
Notes:
Weapon (arrow), common |
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Moon-Touched Sword (Scimitar) | common | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
Weapon (Scimitar), common |
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Wand of Pyrotechnics | common | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
Wand, common The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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Lantern of Revealing | uncommon | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
Wondrous Item, uncommon |
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Wand of Secrets | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 | Show | |||
Notes:
Wand, uncommon |
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Driftglobe | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 | Show | |||
Notes:
Wondrous item, uncommon |
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Gloves of Thievery | uncommon | Service Reward: Gloves of Thievery | Show | |||
Notes:
Wondrous Item, uncommon |
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Circlet of Human Perfection | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 & 2 | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a humanoid) |
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Circlet of Blasting | uncommon | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 1 & 2 | Show | |||
Notes:
Wondrous Item, uncommon |
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Pot of Awakening | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T2, floor 2 | Show | |||
Notes:
Wondrous item, common |
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Glamoured Studded Leather | rare | DDAL08-11 Poisoned Words | Show | |||
Notes:
Armor (studded leather), rare |
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Wand of Magic Missiles | uncommon | Trade Log | Show | |||
Notes:
Wand, uncommon The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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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. |
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Necklace Of Prayer Beads | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Bead types Beads in this Prayer Beads |
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Staff of the Woodlands | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |