Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
Show
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.
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.
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.
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.
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.
Helm of Telepathy
uncommon
DDHC-IDRotF Chapter 2: Id Ascendant
Show
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.
Gloves of Thievery
uncommon
Service Reward: Gloves of Thievery
Show
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.
Glamoured Studded Leather
rare
DDAL08-11 Poisoned Words
Show
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.
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.
Dread Helm
common
CCC-OOC-02 Feast of the Moon
Show
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.
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.
Dagger of Venom
rare
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Clothes of Mending
common
Purchase Log
Show
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.
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
Show
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.
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.
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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Lock of Trickery | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
Notes:
Wondrous Item, common |
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Lantern of Revealing | uncommon | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
Wondrous Item, uncommon |
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Instrument of Illusions [Trophy] | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11 | Show | |||
Notes:
Wondrous Item, common |
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Immovable Rod | uncommon | CCC-RCC-01-02 The King of Thar | Show | |||
Notes:
Rod, uncommon |
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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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Gloves of Thievery | uncommon | Service Reward: Gloves of Thievery | Show | |||
Notes:
Wondrous Item, uncommon |
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Glamoured Studded Leather | rare | DDAL08-11 Poisoned Words | Show | |||
Notes:
Armor (studded leather), rare |
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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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Dread Helm | common | CCC-OOC-02 Feast of the Moon | Show | |||
Notes:
Wondrous Item, common |
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Dread Helm | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 11 | Show | |||
Notes:
Wondrous item, common |
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Dagger of Venom | rare | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 10-11 | Show | |||
Notes:
Weapon (dagger), rare You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn. |
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Clothes of Mending | common | Purchase Log | Show | |||
Notes:
Wondrous item, common |
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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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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. |