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.

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.

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.

Shadowneedle [Unbreakable Arrow] common Service Reward: Tier 1 Adventure Reward Show
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 Show
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.

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.

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.

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.

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.

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.

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 Show
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.