Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Shortbow, +2
rare
Service Reward: <Repeatable Reward>
Show
Notes:
Weapon (shortbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Bag of Holding
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Wand of Binding
rare
Trade Log
Show
Notes:
Wand, rare
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
- Hold Monster 5
- Hold Person 2
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand Of Polymorph
very_rare
Trade Log
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand is made of what appears to be the skeletal finger of an unusuallt large humanoid. When wielded it occasionally flexes and twitches.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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.
Wand of Paralysis
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
Silvered Shortbow [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Weapon (shortbow), 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.
Rope of Mending [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10
Show
Notes:
Wondrous Item, common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Instrument of Illusions [Trophy]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11
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.
Silvered Rapier [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11
Show
Notes:
Weapon (rapier), 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.
Pole of Collapsing [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11
Show
Notes:
Wondrous Item, common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Silvered Dagger [Crafted]
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11
Show
Notes:
Weapon (dagger), 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.
Dread Helm
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11
Show
Notes:
Wondrous item, common
The dread helm is a fearsome steel helm that makes its wearer’s eyes glow red.
Silvered Longsword
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11
Show
Notes:
Weapon (longsword), 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.
Pipe of Smoke Monsters
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11
Show
Notes:
Wondrous Item, common
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. 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.
Lock of Trickery
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11
Show
Notes:
Wondrous Item, common
This lock appears to be an ordinary Lock (of the type described in chapter 6 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.
Tome of Clear Thought
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare
This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Fairy mushroom Ring ( Ring of Shooting Stars )
very_rare
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute.
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres | Lightning Damage
1 | 4d12
2 | 5d4
3 | 2d6
4 | 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Wand of Lightning Bolts
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This black wand is decorated with symbols of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time it is used.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Veteran's Cane [Trophy]
common
Bastion Turn
Show
Notes:
Wondrous Item, common
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Shortbow, +2 | rare | Service Reward: <Repeatable Reward> | Show | |||
|
Notes:
Weapon (shortbow), rare |
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| Bag of Holding | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| Wand of Binding | rare | Trade Log | Show | |||
|
Notes:
Wand, rare Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost |
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| Wand Of Polymorph | very_rare | Trade Log | Show | |||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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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| Wand of Paralysis | rare | Trade Log | Show | |||
|
Notes:
Wand, rare (requires attunement by a Spellcaster) 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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| Silvered Shortbow [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
|
Notes:
Weapon (shortbow), common |
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| Rope of Mending [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10 | Show | |||
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Notes:
Wondrous Item, common |
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| Instrument of Illusions [Trophy] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11 | Show | |||
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Notes:
Wondrous Item, common |
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| Silvered Rapier [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11 | Show | |||
|
Notes:
Weapon (rapier), common |
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| Pole of Collapsing [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11 | Show | |||
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Notes:
Wondrous Item, common |
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| Silvered Dagger [Crafted] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
|
Notes:
Weapon (dagger), common |
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| Dread Helm | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
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Notes:
Wondrous item, common |
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| Silvered Longsword | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
|
Notes:
Weapon (longsword), common |
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| Pipe of Smoke Monsters | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
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Notes:
Wondrous Item, common |
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| Lock of Trickery | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
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Notes:
Wondrous Item, common |
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| Tome of Clear Thought | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous item, very rare |
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| Fairy mushroom Ring ( Ring of Shooting Stars ) | very_rare | Trade Log | Show | |||
|
Notes:
Ring, very rare (requires attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres | Lightning Damage Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one. |
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| Wand of Lightning Bolts | rare | Trade Log | Show | |||
|
Notes:
Wand, rare (requires attunement by a Spellcaster) Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Veteran's Cane [Trophy] | common | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, common |
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