From 22f4b7b7620567e66f56c8e0ee9a1b9a526621e3 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Mon, 2 Nov 2020 22:14:45 -0700 Subject: [PATCH] fix: Fix validation issues for items and vehicles - Add some documentation to schema types --- FightClub5eXML/Sources/items.xml | 14383 +------------------------- FightClub5eXML/Sources/vehicles.xml | 44 +- Utilities/compendium.xsd | 56 +- 3 files changed, 63 insertions(+), 14420 deletions(-) mode change 100755 => 100644 FightClub5eXML/Sources/items.xml mode change 100755 => 100644 FightClub5eXML/Sources/vehicles.xml diff --git a/FightClub5eXML/Sources/items.xml b/FightClub5eXML/Sources/items.xml old mode 100755 new mode 100644 index ac495e5..1322ad2 --- a/FightClub5eXML/Sources/items.xml +++ b/FightClub5eXML/Sources/items.xml @@ -218,7 +218,7 @@ Source: Dungeon Master's Guide p. 150 Ale (Gallon) - FD + G 0.2 @@ -227,7 +227,7 @@ Source: Dungeon Master's Guide p. 150 Ale (Mug) - FD + G 0.04 @@ -2611,7 +2611,7 @@ Source: Dungeon Master's Guide p. 134 Chunk of Meat - FD + G 0.3 @@ -2961,7 +2961,7 @@ Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p Common Wine (Pitcher) - FD + G 0.2 @@ -5000,7 +5000,7 @@ Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p Fine Wine (Bottle) - FD + G 10.0 @@ -6448,7 +6448,7 @@ Source: Dungeon Master's Guide p. 175 Hunk of Cheese - FD + G 0.1 @@ -7850,7 +7850,7 @@ Source: Tales from the Yawning Portal p. 228 Loaf of Bread - FD + G 0.02 @@ -9061,7 +9061,7 @@ Source: Storm King's Thunder p. 235 Opal of the Ild Rune - MR + W This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune—the rune of fire—shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. @@ -9138,7 +9138,7 @@ Source: Storm King's Thunder p. 235 Orb of the Stein Rune - MR + W This spherical chunk of granite is about the size of a human fist. The stein rune—the rune of stone—appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. @@ -9476,7 +9476,7 @@ Source: Storm King's Thunder p. 235 Pennant of the Vind Rune - MR + W This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune—the rune of wind—flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. @@ -12102,7 +12102,7 @@ Source: Storm King's Thunder p. 236 Shard of the Kalt Rune - MR + W This long, slender shard of ice is roughly the size of a dagger. The kalt rune—the rune of ice—glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. @@ -14180,7 +14180,7 @@ Source: Waterdeep: Dungeon of the Mad Mage p. 70 Tej - FD + G 5 Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort. @@ -15190,7 +15190,7 @@ Source: Dungeon Master's Guide p. 209 20 13 - None + Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. While you wear this armor, you gain darkvision out to a range of 60 feet. Source: Waterdeep: Dungeon of the Mad Mage p. 237 @@ -16816,14361 +16816,4 @@ Sword of Answering (Squelcher) Found On: Magic Item Table I Source: Dungeon Master's Guide p. 206 - - Arrow - Ammunition - A - 0.05 - 0.05 - - Source: Player's Handbook p. 150 - - - Arrows (20) - Ammunition - A - 1 - 1.0 - - Source: Player's Handbook p. 150 - - - Battleaxe - martial Weapon, Melee Weapon - M - 4 - 10.0 - V - 1d8 - 1d10 - S - Source: Player's Handbook p. 149 - - - Blowgun - martial Weapon, Ranged Weapon - R - 1 - 10.0 - A,LD - 1 - P - 25/100 - Source: Player's Handbook p. 149 - - - Blowgun Needle - Ammunition - A - 0.02 - 0.02 - - Source: Player's Handbook p. 150 - - - Blowgun Needles (50) - Ammunition - A - 1 - 1.0 - - Source: Player's Handbook p. 150 - - - Breastplate - Medium Armor - MA - 20 - 400.0 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -Source: Player's Handbook p. 145 - - - Chain Mail - Heavy Armor - HA - 55 - 75.0 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Player's Handbook p. 145 - - - Chain Shirt - Medium Armor - MA - 20 - 50.0 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -Source: Player's Handbook p. 144 - - - Club - simple Weapon, Melee Weapon - M - 2 - 0.1 - L - 1d4 - B - Source: Player's Handbook p. 149 - - - Crossbow Bolt - Ammunition - A - 0.075 - 0.05 - - Source: Player's Handbook p. 150 - - - Crossbow Bolts (20) - Ammunition - A - 1.5 - 1.0 - - Source: Player's Handbook p. 150 - - - Crystal - Spellcasting Focus - G - 1 - 10.0 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -Source: Player's Handbook p. 151 - - - Dagger - simple Weapon, Melee Weapon - M - 1 - 2.0 - F,L,T - 1d4 - P - 20/60 - Source: Player's Handbook p. 149 - - - Dart - simple Weapon, Ranged Weapon - R - 0.25 - 0.05 - F,T - 1d4 - P - 20/60 - Source: Player's Handbook p. 149 - - - Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - 100.0 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Flail - martial Weapon, Melee Weapon - M - 2 - 10.0 - - 1d8 - B - Source: Player's Handbook p. 149 - - - Glaive - martial Weapon, Melee Weapon - M - 6 - 20.0 - H,R,2H - 1d10 - S - Source: Player's Handbook p. 149 - - - Greataxe - martial Weapon, Melee Weapon - M - 7 - 30.0 - H,2H - 1d12 - S - Source: Player's Handbook p. 149 - - - Greatclub - simple Weapon, Melee Weapon - M - 10 - 0.2 - 2H - 1d8 - B - Source: Player's Handbook p. 149 - - - Greatsword - martial Weapon, Melee Weapon - M - 6 - 50.0 - H,2H - 2d6 - S - Source: Player's Handbook p. 149 - - - Halberd - martial Weapon, Melee Weapon - M - 6 - 20.0 - H,R,2H - 1d10 - S - Source: Player's Handbook p. 149 - - - Half Plate Armor - Medium Armor - MA - 40 - 750.0 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 145 - - - Hand Crossbow - martial Weapon, Ranged Weapon - R - 3 - 75.0 - A,L,LD - 1d6 - P - 30/120 - Source: Player's Handbook p. 149 - - - Handaxe - simple Weapon, Melee Weapon - M - 2 - 5.0 - L,T - 1d6 - S - 20/60 - Source: Player's Handbook p. 149 - - - Heavy Crossbow - martial Weapon, Ranged Weapon - R - 18 - 50.0 - A,H,LD,2H - 1d10 - P - 100/400 - Source: Player's Handbook p. 149 - - - Hide Armor - Medium Armor - MA - 12 - 10.0 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -Source: Player's Handbook p. 144 - - - Hooked Shortspear - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -Source: Out of the Abyss p. 224 - - - Javelin - simple Weapon, Melee Weapon - M - 2 - 0.5 - T - 1d6 - P - 30/120 - Source: Player's Handbook p. 149 - - - Lance - martial Weapon, Melee Weapon - M - 6 - 10.0 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -Source: Player's Handbook p. 149 - - - Leather Armor - Light Armor - LA - 10 - 10.0 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -Source: Player's Handbook p. 144 - - - Light Crossbow - simple Weapon, Ranged Weapon - R - 5 - 25.0 - A,LD,2H - 1d8 - P - 80/320 - Source: Player's Handbook p. 149 - - - Light Hammer - simple Weapon, Melee Weapon - M - 2 - 2.0 - L,T - 1d4 - B - 20/60 - Source: Player's Handbook p. 149 - - - Light Repeating Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -Source: Out of the Abyss p. 224 - - - Longbow - martial Weapon, Ranged Weapon - R - 2 - 50.0 - A,H,2H - 1d8 - P - 150/600 - Source: Player's Handbook p. 149 - - - Longsword - martial Weapon, Melee Weapon - M - 3 - 15.0 - V - 1d8 - 1d10 - S - Source: Player's Handbook p. 149 - - - Mace - simple Weapon, Melee Weapon - M - 4 - 5.0 - - 1d6 - B - Source: Player's Handbook p. 149 - - - Maul - martial Weapon, Melee Weapon - M - 10 - 10.0 - H,2H - 2d6 - B - Source: Player's Handbook p. 149 - - - Morningstar - martial Weapon, Melee Weapon - M - 4 - 15.0 - - 1d8 - P - Source: Player's Handbook p. 149 - - - Net - martial Weapon, Ranged Weapon - R - 3 - 1.0 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -Source: Player's Handbook p. 149 - - - Orb - Spellcasting Focus - G - 3 - 20.0 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -Source: Player's Handbook p. 151 - - - Padded Armor - Light Armor - LA - 8 - 5.0 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 144 - - - Pike - martial Weapon, Melee Weapon - M - 18 - 5.0 - H,R,2H - 1d10 - P - Source: Player's Handbook p. 149 - - - Plate Armor - Heavy Armor - HA - 65 - 1500.0 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Player's Handbook p. 145 - - - Quarterstaff - simple Weapon, Melee Weapon - M - 4 - 0.2 - V - 1d6 - 1d8 - B - Source: Player's Handbook p. 149 - - - Rapier - martial Weapon, Melee Weapon - M - 2 - 25.0 - F - 1d8 - P - Source: Player's Handbook p. 149 - - - Ring Mail - Heavy Armor - HA - 40 - 30.0 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 145 - - - Rod - Spellcasting Focus - G - 2 - 10.0 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -Source: Player's Handbook p. 151 - - - Scale Mail - Medium Armor - MA - 45 - 50.0 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 144 - - - Scimitar - martial Weapon, Melee Weapon - M - 3 - 25.0 - F,L - 1d6 - S - Source: Player's Handbook p. 149 - - - Shield - Shield - S - 6 - 10.0 - - 2 - A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. -Source: Player's Handbook p. 144 - - - Shortbow - simple Weapon, Ranged Weapon - R - 2 - 25.0 - A,2H - 1d6 - P - 80/320 - Source: Player's Handbook p. 149 - - - Shortsword - martial Weapon, Melee Weapon - M - 2 - 10.0 - F,L - 1d6 - P - Source: Player's Handbook p. 149 - - - Sickle - simple Weapon, Melee Weapon - M - 2 - 1.0 - L - 1d4 - S - Source: Player's Handbook p. 149 - - - Sling - simple Weapon, Ranged Weapon - R - - 0.1 - A - 1d4 - B - 30/120 - Source: Player's Handbook p. 149 - - - Sling Bullet - Ammunition - A - 0.075 - 0.002 - - Source: Player's Handbook p. 150 - - - Sling Bullets (20) - Ammunition - A - 1.5 - 0.04 - - Source: Player's Handbook p. 150 - - - Spear - simple Weapon, Melee Weapon - M - 3 - 1.0 - T,V - 1d6 - 1d8 - P - 20/60 - Source: Player's Handbook p. 149 - - - Spiked Armor - Medium Armor - MA - 45 - 75.0 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Sword Coast Adventurer's Guide p. 121 - - - Splint Armor - Heavy Armor - HA - 60 - 200.0 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Player's Handbook p. 145 - - - Staff - Staff, Spellcasting Focus - ST - 4 - 5.0 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -Source: Player's Handbook p. 151 - - - Studded Leather Armor - Light Armor - LA - 13 - 45.0 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -Source: Player's Handbook p. 144 - - - Trident - martial Weapon, Melee Weapon - M - 4 - 5.0 - T,V - 1d6 - 1d8 - P - 20/60 - Source: Player's Handbook p. 149 - - - Wand - Spellcasting Focus - G - 1 - 10.0 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -Source: Player's Handbook p. 151 - - - War Pick - martial Weapon, Melee Weapon - M - 2 - 5.0 - - 1d8 - P - Source: Player's Handbook p. 149 - - - Warhammer - martial Weapon, Melee Weapon - M - 2 - 15.0 - V - 1d8 - 1d10 - B - Source: Player's Handbook p. 149 - - - Whip - martial Weapon, Melee Weapon - M - 3 - 2.0 - F,R - 1d4 - S - Source: Player's Handbook p. 149 - - - Yklwa - simple Weapon, Melee Weapon - M - 3 - 1.0 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -Source: Tomb of Annihilation p. 32 - - - +1 Arrow - minor, Ammunition - A - 0.05 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Arrows (20) - minor, Ammunition - A - 1 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Blowgun Needle - minor, Ammunition - A - 0.02 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Blowgun Needles (50) - minor, Ammunition - A - 1 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Crossbow Bolt - minor, Ammunition - A - 0.075 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Sling Bullet - minor, Ammunition - A - 0.075 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Sling Bullets (20) - minor, Ammunition - A - 1.5 - - You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 150 - - - +1 Breastplate - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +1 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +1 Chain Mail - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +1 Chain Shirt - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +1 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +1 Half Plate Armor - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +1 Hide Armor - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have a +1 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +1 Leather Armor - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have a +1 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +1 Padded Armor - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +1 Plate Armor - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +1 Ring Mail - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +1 Scale Mail - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +1 Spiked Armor - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +1 Splint Armor - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +1 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +1 Studded Leather Armor - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have a +1 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +1 Shield - major, Shield - S - 6 - - 2 - A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. -While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. -Source: Dungeon Master's Guide p. 200 - - - +1 Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - +1 Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You have a +1 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - +1 Net - major, martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -You have a +1 bonus to attack rolls made with this weapon. -Source: Dungeon Master's Guide p. 213 - - - +2 Arrow - minor, Ammunition - A - 0.05 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Arrows (20) - minor, Ammunition - A - 1 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Blowgun Needle - minor, Ammunition - A - 0.02 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Blowgun Needles (50) - minor, Ammunition - A - 1 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Crossbow Bolt - minor, Ammunition - A - 0.075 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Sling Bullet - minor, Ammunition - A - 0.075 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Sling Bullets (20) - minor, Ammunition - A - 1.5 - - You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table C -Source: Dungeon Master's Guide p. 150 - - - +2 Breastplate - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +2 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +2 Chain Mail - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +2 Chain Shirt - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +2 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +2 Half Plate Armor - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +2 Hide Armor - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have a +2 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +2 Leather Armor - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have a +2 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +2 Padded Armor - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +2 Plate Armor - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +2 Ring Mail - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +2 Scale Mail - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +2 Spiked Armor - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +2 Splint Armor - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +2 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +2 Studded Leather Armor - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have a +2 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +2 Shield - major, Shield - S - 6 - - 2 - A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. -While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. -Source: Dungeon Master's Guide p. 200 - - - +2 Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - +2 Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You have a +2 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 213 - - - +2 Net - major, martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -You have a +2 bonus to attack rolls made with this weapon. -Source: Dungeon Master's Guide p. 213 - - - +3 Arrow - minor, Ammunition - A - 0.05 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Arrows (20) - minor, Ammunition - A - 1 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Blowgun Needle - minor, Ammunition - A - 0.02 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Blowgun Needles (50) - minor, Ammunition - A - 1 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Crossbow Bolt - minor, Ammunition - A - 0.075 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Sling Bullet - minor, Ammunition - A - 0.075 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Sling Bullets (20) - minor, Ammunition - A - 1.5 - - You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. -Found On: Magic Item Table D -Source: Dungeon Master's Guide p. 150 - - - +3 Breastplate - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +3 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +3 Chain Mail - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +3 Chain Shirt - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +3 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +3 Half Plate Armor - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +3 Hide Armor - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have a +3 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +3 Leather Armor - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have a +3 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +3 Padded Armor - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +3 Plate Armor - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +3 Ring Mail - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +3 Scale Mail - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +3 Spiked Armor - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - +3 Splint Armor - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +3 bonus to AC while wearing this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Dungeon Master's Guide p. 152 - - - +3 Studded Leather Armor - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have a +3 bonus to AC while wearing this armor. -Source: Dungeon Master's Guide p. 152 - - - +3 Shield - major, Shield - S - 6 - - 2 - A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. -While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. -Source: Dungeon Master's Guide p. 200 - - - +3 Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - +3 Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You have a +3 bonus to attack and damage rolls made with this magic weapon. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 213 - - - +3 Net - major, martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -You have a +3 bonus to attack rolls made with this weapon. -Source: Dungeon Master's Guide p. 213 - - - Acheron Blade Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 1d4+4 - - - Acheron Blade Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265 - 1d4+4 - - - Acheron Blade Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265 - 1d4+4 - - - Acheron Blade Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265 - 1d4+4 - - - Acheron Blade Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265 - 1d4+4 - - - Acheron Blade Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. -Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. -Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. -Source: Explorer's Guide to Wildemount p. 265 - 1d4+4 - - - Adamantine Arrow - minor, Ammunition - A - 0.05 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Arrows (20) - minor, Ammunition - A - 1 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Blowgun Needle - minor, Ammunition - A - 0.02 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Blowgun Needles (50) - minor, Ammunition - A - 1 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Crossbow Bolt - minor, Ammunition - A - 0.075 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Sling Bullet - minor, Ammunition - A - 0.075 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Sling Bullets (20) - minor, Ammunition - A - 1.5 - - Whenever you hit an object using this ammunition, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Chain Mail - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 150 - - - Adamantine Plate Armor - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 150 - - - Adamantine Ring Mail - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 150 - - - Adamantine Splint Armor - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 150 - - - Adamantine Breastplate - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 150 - - - Adamantine Chain Shirt - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 150 - - - Adamantine Half Plate Armor - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 150 - - - Adamantine Scale Mail - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 150 - - - Adamantine Spiked Armor - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 150 - - - Adamantine Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Adamantine Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Adamantine Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -Whenever you hit an object with this weapon, the hit is a critical hit. -Source: Xanathar's Guide to Everything p. 78 - - - Battleaxe Armblade - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Club Armblade - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Dagger Armblade - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Flail Armblade - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Handaxe Armblade - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Hooked Shortspear Armblade - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Javelin Armblade - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Lance Armblade - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Light Hammer Armblade - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Longsword Armblade - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Mace Armblade - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Morningstar Armblade - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Quarterstaff Armblade - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Rapier Armblade - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Scimitar Armblade - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Shortsword Armblade - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Sickle Armblade - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Spear Armblade - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Trident Armblade - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - War Pick Armblade - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Warhammer Armblade - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Whip Armblade - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Yklwa Armblade - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. -As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. -Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 - - - Breastplate of Acid Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to acid damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Acid Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Acid Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to acid damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Acid Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Acid Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to acid damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Acid Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to acid damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Acid Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Acid Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Acid Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Acid Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Acid Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Acid Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to acid damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Acid Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to acid damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Cold Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to cold damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Cold Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Cold Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to cold damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Cold Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Cold Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to cold damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Cold Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to cold damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Cold Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Cold Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Cold Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Cold Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Cold Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Cold Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to cold damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Cold Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to cold damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Fire Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to fire damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Fire Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Fire Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to fire damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Fire Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Fire Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to fire damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Fire Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to fire damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Fire Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Fire Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Fire Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Fire Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Fire Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Fire Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to fire damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Fire Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to fire damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Force Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to force damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Force Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Force Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to force damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Force Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Force Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to force damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Force Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to force damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Force Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Force Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Force Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Force Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Force Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Force Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to force damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Force Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to force damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Gleaming - minor, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -This armor never gets dirty. -Source: Xanathar's Guide to Everything p. 136 - - - Chain Mail of Gleaming - minor, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Chain Shirt of Gleaming - minor, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -This armor never gets dirty. -Source: Xanathar's Guide to Everything p. 136 - - - Half Plate Armor of Gleaming - minor, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Hide Armor of Gleaming - minor, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -This armor never gets dirty. -Source: Xanathar's Guide to Everything p. 136 - - - Leather Armor of Gleaming - minor, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -This armor never gets dirty. -Source: Xanathar's Guide to Everything p. 136 - - - Padded Armor of Gleaming - minor, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Plate Armor of Gleaming - minor, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Ring Mail of Gleaming - minor, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Scale Mail of Gleaming - minor, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Spiked Armor of Gleaming - minor, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Splint Armor of Gleaming - minor, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -This armor never gets dirty. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Studded Leather Armor of Gleaming - minor, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -This armor never gets dirty. -Source: Xanathar's Guide to Everything p. 136 - - - Breastplate of Lightning Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to lightning damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Lightning Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Lightning Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to lightning damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Lightning Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Lightning Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to lightning damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Lightning Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to lightning damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Lightning Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Lightning Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Lightning Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Lightning Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Lightning Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Lightning Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to lightning damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Lightning Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to lightning damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Necrotic Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to necrotic damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Necrotic Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Necrotic Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to necrotic damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Necrotic Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Necrotic Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to necrotic damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Necrotic Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to necrotic damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Necrotic Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Necrotic Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Necrotic Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Necrotic Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Necrotic Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Necrotic Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to necrotic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Necrotic Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to necrotic damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Poison Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to poison damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Poison Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Poison Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to poison damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Poison Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Poison Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to poison damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Poison Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to poison damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Poison Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Poison Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Poison Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Poison Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Poison Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Poison Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to poison damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Poison Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to poison damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Psychic Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to psychic damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Psychic Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Psychic Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to psychic damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Psychic Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Psychic Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to psychic damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Psychic Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to psychic damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Psychic Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Psychic Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Psychic Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Psychic Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Psychic Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Psychic Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to psychic damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Psychic Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to psychic damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Radiant Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to radiant damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Radiant Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Radiant Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to radiant damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Radiant Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Radiant Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to radiant damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Radiant Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to radiant damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Radiant Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Radiant Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Radiant Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Radiant Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Radiant Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Radiant Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to radiant damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Radiant Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to radiant damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Breastplate of Thunder Resistance - major, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have resistance to thunder damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Chain Mail of Thunder Resistance - major, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Chain Shirt of Thunder Resistance - major, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have resistance to thunder damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Half Plate Armor of Thunder Resistance - major, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Hide Armor of Thunder Resistance - major, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have resistance to thunder damage while you wear this armor. -Source: Dungeon Master's Guide p. 152 - - - Leather Armor of Thunder Resistance - major, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have resistance to thunder damage while you wear this armor. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Padded Armor of Thunder Resistance - major, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Plate Armor of Thunder Resistance - major, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 152 - - - Ring Mail of Thunder Resistance - major, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Scale Mail of Thunder Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 152 - - - Spiked Armor of Thunder Resistance - major, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Dungeon Master's Guide p. 152 - - - Splint Armor of Thunder Resistance - major, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have resistance to thunder damage while you wear this armor. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Studded Leather Armor of Thunder Resistance - major, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have resistance to thunder damage while you wear this armor. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 152 - - - Arrow of Slaying - minor, Ammunition - A - 0.05 - - An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. -Found On: Magic Item Table E -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Arrows (20) of Slaying - minor, Ammunition - A - 1 - - An arrows (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows (20)s of dragon slaying and arrows (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrows (20) of slaying takes damage from the arrows (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once an arrows (20) of slaying deals its extra damage to a creature, it becomes a nonmagical arrows (20). -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Blowgun Needle of Slaying - minor, Ammunition - A - 0.02 - - A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles of dragon slaying and blowgun needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needle of slaying takes damage from the blowgun needle, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a blowgun needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle. -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Blowgun Needles (50) of Slaying - minor, Ammunition - A - 1 - - A blowgun needles (50) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles (50)s of dragon slaying and blowgun needles (50)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needles (50) of slaying takes damage from the blowgun needles (50), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a blowgun needles (50) of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needles (50). -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Crossbow Bolt of Slaying - minor, Ammunition - A - 0.075 - - A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts of dragon slaying and crossbow bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolt of slaying takes damage from the crossbow bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a crossbow bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt. -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Crossbow Bolts (20) of Slaying - minor, Ammunition - A - 1.5 - - A crossbow bolts (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts (20)s of dragon slaying and crossbow bolts (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolts (20) of slaying takes damage from the crossbow bolts (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a crossbow bolts (20) of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolts (20). -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Sling Bullet of Slaying - minor, Ammunition - A - 0.075 - - A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets of dragon slaying and sling bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullet of slaying takes damage from the sling bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a sling bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet. -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Sling Bullets (20) of Slaying - minor, Ammunition - A - 1.5 - - A sling bullets (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets (20)s of dragon slaying and sling bullets (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullets (20) of slaying takes damage from the sling bullets (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. -Once a sling bullets (20) of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullets (20). -Source: Dungeon Master's Guide p. 152 - 6d10 - - - Breastplate Barding - Tack and Harness - G - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -Source: Player's Handbook p. 157 - - - Chain Mail Barding - Tack and Harness - G - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Chain Shirt Barding - Tack and Harness - G - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -Source: Player's Handbook p. 157 - - - Half Plate Armor Barding - Tack and Harness - G - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Hide Armor Barding - Tack and Harness - G - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -Source: Player's Handbook p. 157 - - - Leather Armor Barding - Tack and Harness - G - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -Source: Player's Handbook p. 157 - - - Padded Armor Barding - Tack and Harness - G - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Plate Armor Barding - Tack and Harness - G - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Ring Mail Barding - Tack and Harness - G - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Scale Mail Barding - Tack and Harness - G - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Spiked Armor Barding - Tack and Harness - G - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Splint Armor Barding - Tack and Harness - G - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Player's Handbook p. 157 - - - Studded Leather Armor Barding - Tack and Harness - G - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. -Source: Player's Handbook p. 157 - - - Berserker Battleaxe - major, Cursed item, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. -Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 155 - - - Berserker Greataxe - major, Cursed item, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. -Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 155 - - - Berserker Handaxe - major, Cursed item, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. -Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 155 - - - Double-Bladed Scimitar of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Greatsword of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53 - - - Longsword of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53 - - - Rapier of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53 - - - Scimitar of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53 - - - Shortsword of the Medusa - Cursed item, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. -A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. -Source: Lost Laboratory of Kwalish p. 53 - - - Cast-Off Breastplate - minor, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You can doff this armor as an action. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Chain Mail - minor, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Chain Shirt - minor, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You can doff this armor as an action. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Half Plate Armor - minor, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Hide Armor - minor, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You can doff this armor as an action. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Leather Armor - minor, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You can doff this armor as an action. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Padded Armor - minor, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Plate Armor - minor, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Ring Mail - minor, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Scale Mail - minor, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Spiked Armor - minor, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Splint Armor - minor, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You can doff this armor as an action. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 136 - - - Cast-Off Studded Leather Armor - minor, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You can doff this armor as an action. -Source: Xanathar's Guide to Everything p. 136 - - - Corpse Slayer Battleaxe - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Blowgun - martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Club - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Dagger - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Dart - simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 1d8 - - - Corpse Slayer Flail - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Glaive - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Greataxe - martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Greatclub - simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Halberd - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Hand Crossbow - martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Handaxe - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Heavy Crossbow - martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Hooked Shortspear - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Javelin - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Lance - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Light Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Light Hammer - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Light Repeating Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Longbow - martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Mace - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Maul - martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Morningstar - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Net - martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Pike - martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Quarterstaff - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Shortbow - simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Sickle - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Sling - simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Spear - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Trident - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer War Pick - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Warhammer - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Whip - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Corpse Slayer Yklwa - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 266 - 1d8 - - - Dancing Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Dancing Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161 - - - Dancing Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161 - - - Dancing Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161 - - - Dancing Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161 - - - Dancing Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 161 - - - Defender Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Defender Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164 - - - Defender Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164 - - - Defender Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164 - - - Defender Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164 - - - Defender Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +3 bonus to attack and damage rolls made with this magic weapon. -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 164 - - - Dragon Slayer Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 3d6 - - - Dragon Slayer Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166 - 3d6 - - - Dragon Slayer Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166 - 3d6 - - - Dragon Slayer Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166 - 3d6 - - - Dragon Slayer Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166 - 3d6 - - - Dragon Slayer Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 166 - 3d6 - - - Drow +1 Breastplate - Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Chain Mail - Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Monster Manual p. 126 - - - Drow +1 Chain Shirt - Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Half Plate Armor - Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Monster Manual p. 126 - - - Drow +1 Hide Armor - Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Leather Armor - Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Padded Armor - Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Monster Manual p. 126 - - - Drow +1 Plate Armor - Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Monster Manual p. 126 - - - Drow +1 Ring Mail - Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Monster Manual p. 126 - - - Drow +1 Scale Mail - Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Monster Manual p. 126 - - - Drow +1 Spiked Armor - Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Monster Manual p. 126 - - - Drow +1 Splint Armor - Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Monster Manual p. 126 - - - Drow +1 Studded Leather Armor - Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Battleaxe - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Blowgun - martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Club - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Dagger - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Dart - simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Drow +1 Flail - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Glaive - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Greataxe - martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Greatclub - simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Halberd - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Hand Crossbow - martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Handaxe - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Heavy Crossbow - martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Hooked Shortspear - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Javelin - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Lance - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Light Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Light Hammer - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Light Repeating Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Longbow - martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Mace - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Maul - martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Morningstar - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Pike - martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Quarterstaff - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Shortbow - simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Sickle - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Sling - simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Spear - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Trident - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 War Pick - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Warhammer - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Whip - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Drow +1 Yklwa - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. -Source: Monster Manual p. 126 - - - Flame Tongue Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d6 - - - Flame Tongue Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170 - 2d6 - - - Flame Tongue Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170 - 2d6 - - - Flame Tongue Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170 - 2d6 - - - Flame Tongue Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170 - 2d6 - - - Flame Tongue Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 170 - 2d6 - - - Frost Brand Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 1d6 - - - Frost Brand Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171 - 1d6 - - - Frost Brand Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171 - 1d6 - - - Frost Brand Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171 - 1d6 - - - Frost Brand Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171 - 1d6 - - - Frost Brand Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 171 - 1d6 - - - Gambler's Blade Double-Bladed Scimitar - Cursed item, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Gambler's Blade Greatsword - Cursed item, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55 - - - Gambler's Blade Longsword - Cursed item, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55 - - - Gambler's Blade Rapier - Cursed item, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55 - - - Gambler's Blade Scimitar - Cursed item, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55 - - - Gambler's Blade Shortsword - Cursed item, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. -Source: Lost Laboratory of Kwalish p. 55 - - - Giant Slayer Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d6 - - - Giant Slayer Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Giant Slayer Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 172 - 2d6 - - - Hellfire Battleaxe - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Blowgun - martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Club - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Dagger - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Dart - simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Hellfire Flail - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Glaive - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Greataxe - martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Greatclub - simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Halberd - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Hand Crossbow - martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Handaxe - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Heavy Crossbow - martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Hooked Shortspear - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Javelin - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Lance - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Light Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Light Hammer - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Light Repeating Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Longbow - martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Mace - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Maul - martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Morningstar - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Net - martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Pike - martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Quarterstaff - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Shortbow - simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Sickle - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Sling - simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Spear - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Trident - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire War Pick - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Warhammer - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Whip - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Hellfire Yklwa - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. -Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. -Source: Baldur's Gate: Descent Into Avernus p. 223 - - - Holy Avenger Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d10 - - - Holy Avenger Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174 - 2d10 - - - Holy Avenger Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174 - 2d10 - - - Holy Avenger Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174 - 2d10 - - - Holy Avenger Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174 - 2d10 - - - Holy Avenger Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 174 - 2d10 - - - Fernian Ash Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Fernian Ash Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Fernian Ash Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Irian Rosewood Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Irian Rosewood Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Irian Rosewood Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Kythrian Manchineel Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Kythrian Manchineel Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Kythrian Manchineel Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Lamannian Oak Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Lamannian Oak Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Lamannian Oak Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Mabaran Ebony Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Mabaran Ebony Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Mabaran Ebony Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Risian Pine Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Risian Pine Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Risian Pine Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Shavarran Birch Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Shavarran Birch Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Shavarran Birch Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Xorian Wenge Rod - Wondrous item, Spellcasting Focus - G - 1 - 2 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Xorian Wenge Staff - Wondrous item, Staff, Spellcasting Focus - ST - 1 - 4 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Xorian Wenge Wand - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. -When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. -Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 - - - Last Stand Armor Breastplate - Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Chain Mail - Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Chain Shirt - Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Half Plate Armor - Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Hide Armor - Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Leather Armor - Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Padded Armor - Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Plate Armor - Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Ring Mail - Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Scale Mail - Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Spiked Armor - Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Splint Armor - Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Explorer's Guide to Wildemount p. 267 - - - Last Stand Armor Studded Leather Armor - Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -You have a +1 bonus to AC while wearing this armor, which shimmers softly. -If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. -Source: Explorer's Guide to Wildemount p. 267 - - - Living Breastplate - Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -Source: Eberron: Rising from the Last War p. 278 - - - Living Chain Mail - Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Eberron: Rising from the Last War p. 278 - - - Living Chain Shirt - Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -Source: Eberron: Rising from the Last War p. 278 - - - Living Half Plate Armor - Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Eberron: Rising from the Last War p. 278 - - - Living Hide Armor - Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -Source: Eberron: Rising from the Last War p. 278 - - - Living Leather Armor - Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -Source: Eberron: Rising from the Last War p. 278 - - - Living Padded Armor - Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Eberron: Rising from the Last War p. 278 - - - Living Plate Armor - Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Eberron: Rising from the Last War p. 278 - - - Living Ring Mail - Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Eberron: Rising from the Last War p. 278 - - - Living Scale Mail - Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Eberron: Rising from the Last War p. 278 - - - Living Spiked Armor - Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Eberron: Rising from the Last War p. 278 - - - Living Splint Armor - Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Eberron: Rising from the Last War p. 278 - - - Living Studded Leather Armor - Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. -While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. -Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. -The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. -Source: Eberron: Rising from the Last War p. 278 - - - Luck Blade Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 1d4-1 - - - Luck Blade Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179 - 1d4-1 - - - Luck Blade Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179 - 1d4-1 - - - Luck Blade Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179 - 1d4-1 - - - Luck Blade Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179 - 1d4-1 - - - Luck Blade Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. -Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. -Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 179 - 1d4-1 - - - Mariner's Breastplate - minor, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Chain Mail - minor, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Chain Shirt - minor, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Half Plate Armor - minor, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Hide Armor - minor, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Leather Armor - minor, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Padded Armor - minor, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Plate Armor - minor, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Ring Mail - minor, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Scale Mail - minor, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Spiked Armor - minor, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Splint Armor - minor, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mariner's Studded Leather Armor - minor, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 181 - - - Mind Blade Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d6 - - - Mind Blade Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81 - 2d6 - - - Mind Blade Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81 - 2d6 - - - Mind Blade Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81 - 2d6 - - - Mind Blade Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81 - 2d6 - - - Mind Blade Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. -Source: Volo's Guide to Monsters p. 81 - 2d6 - - - Mind Carapace Chain Mail - Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Volo's Guide to Monsters p. 81 - - - Mind Carapace Plate Armor - Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Volo's Guide to Monsters p. 81 - - - Mind Carapace Ring Mail - Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Volo's Guide to Monsters p. 81 - - - Mind Carapace Splint Armor - Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Volo's Guide to Monsters p. 81 - - - Mithral +1 Chain Mail - Heavy Armor - HA - 55 - - 16 - None - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Plate Armor - Heavy Armor - HA - 65 - - 18 - None - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Ring Mail - Heavy Armor - HA - 40 - - 14 - None - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Splint Armor - Heavy Armor - HA - 60 - - 17 - None - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Breastplate - Medium Armor - MA - 20 - - 14 - None - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Chain Shirt - Medium Armor - MA - 20 - - 13 - None - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Half Plate Armor - Medium Armor - MA - 40 - - 15 - None - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Scale Mail - Medium Armor - MA - 45 - - 14 - None - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Source: Acquisitions Incorporated p. 156 - - - Mithral +1 Spiked Armor - Medium Armor - MA - 45 - - 14 - None - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -You have a +1 bonus to AC while wearing this armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Source: Acquisitions Incorporated p. 156 - - - Mithral Chain Mail - minor, Heavy Armor - HA - 55 - - 16 - None - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Plate Armor - minor, Heavy Armor - HA - 65 - - 18 - None - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Ring Mail - minor, Heavy Armor - HA - 40 - - 14 - None - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Splint Armor - minor, Heavy Armor - HA - 60 - - 17 - None - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Breastplate - minor, Medium Armor - MA - 20 - - 14 - None - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Chain Shirt - minor, Medium Armor - MA - 20 - - 13 - None - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Half Plate Armor - minor, Medium Armor - MA - 40 - - 15 - None - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Scale Mail - minor, Medium Armor - MA - 45 - - 14 - None - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mithral Spiked Armor - minor, Medium Armor - MA - 45 - - 14 - None - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. -Found On: Magic Item Table B -Source: Dungeon Master's Guide p. 182 - - - Mizzium Chain Mail - Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Plate Armor - Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Ring Mail - Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Splint Armor - Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Breastplate - Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Chain Shirt - Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Half Plate Armor - Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Scale Mail - Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Mizzium Spiked Armor - Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Guildmasters' Guide to Ravnica p. 179 - - - Moon-Touched Double-Bladed Scimitar - minor, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -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. -Source: Xanathar's Guide to Everything p. 138, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Moon-Touched Greatsword - minor, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - 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. -Source: Xanathar's Guide to Everything p. 138 - - - Moon-Touched Longsword - minor, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - 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. -Source: Xanathar's Guide to Everything p. 138 - - - Moon-Touched Rapier - minor, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - 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. -Source: Xanathar's Guide to Everything p. 138 - - - Moon-Touched Scimitar - minor, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - 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. -Source: Xanathar's Guide to Everything p. 138 - - - Moon-Touched Shortsword - minor, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - 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. -Source: Xanathar's Guide to Everything p. 138 - - - Nine Lives Stealer Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 1d8+1 - - - Nine Lives Stealer Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183 - 1d8+1 - - - Nine Lives Stealer Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183 - 1d8+1 - - - Nine Lives Stealer Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183 - 1d8+1 - - - Nine Lives Stealer Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183 - 1d8+1 - - - Nine Lives Stealer Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +2 bonus to attack and damage rolls made with this magic weapon. -The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 183 - 1d8+1 - - - Fernian Basalt Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Fernian Basalt Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Irian Quartz Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Irian Quartz Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Kythrian Skarn Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Kythrian Skarn Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Lamannian Flint Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Lamannian Flint Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Mabaran Obsidian Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Mabaran Obsidian Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Risian Shale Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Risian Shale Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Shavarran Chert Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Shavarran Chert Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Xorian Marble Crystal - Wondrous item, Spellcasting Focus - G - 1 - 1 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Xorian Marble Orb - Wondrous item, Spellcasting Focus - G - 1 - 3 - - An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. -An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. -If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). -Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 - 1d4 - - - Polymorph Blade Double-Bladed Scimitar - Cursed item, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Polymorph Blade Greatsword - Cursed item, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56 - - - Polymorph Blade Longsword - Cursed item, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56 - - - Polymorph Blade Rapier - Cursed item, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56 - - - Polymorph Blade Scimitar - Cursed item, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56 - - - Polymorph Blade Shortsword - Cursed item, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. - -d20 | New Form -1 | Tyrannosaurus Rex -2 | Giant Ape -3 | Elephant -4 | Giant scorpion -5 | Rhinoceros -6 | Polar bear -7 | Giant toad -8 | Giant eagle -9 | Black bear -10 | Crocodile -11 | Wolf -12 | Riding Horse -13 | Ox -14 | Giant frog -15 | Poisonous snake -16 | Hawk -17 | Octopus -18 | Cat -19 | Rat -20 | Rabbit -A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. -Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. -Source: Lost Laboratory of Kwalish p. 56 - - - Silvered Arrow - minor, Ammunition - A - 0.05 - - Source: Player's Handbook p. 148 - - - Silvered Arrows (20) - minor, Ammunition - A - 1 - - Source: Player's Handbook p. 148 - - - Silvered Blowgun Needle - minor, Ammunition - A - 0.02 - - Source: Player's Handbook p. 148 - - - Silvered Blowgun Needles (50) - minor, Ammunition - A - 1 - - Source: Player's Handbook p. 148 - - - Silvered Crossbow Bolt - minor, Ammunition - A - 0.075 - - Source: Player's Handbook p. 148 - - - Silvered Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - Source: Player's Handbook p. 148 - - - Silvered Sling Bullet - minor, Ammunition - A - 0.075 - - Source: Player's Handbook p. 148 - - - Silvered Sling Bullets (20) - minor, Ammunition - A - 1.5 - - Source: Player's Handbook p. 148 - - - Silvered Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - Source: Player's Handbook p. 148 - - - Silvered Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - Source: Player's Handbook p. 148 - - - Silvered Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - Source: Player's Handbook p. 148 - - - Silvered Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - Source: Player's Handbook p. 148 - - - Silvered Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - Source: Player's Handbook p. 148 - - - Silvered Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Silvered Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - Source: Player's Handbook p. 148 - - - Silvered Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - Source: Player's Handbook p. 148 - - - Silvered Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - Source: Player's Handbook p. 148 - - - Silvered Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - Source: Player's Handbook p. 148 - - - Silvered Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - Source: Player's Handbook p. 148 - - - Silvered Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - Source: Player's Handbook p. 148 - - - Silvered Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - Source: Player's Handbook p. 148 - - - Silvered Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - Source: Player's Handbook p. 148 - - - Silvered Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - Source: Player's Handbook p. 148 - - - Silvered Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -Source: Player's Handbook p. 148 - - - Silvered Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - Source: Player's Handbook p. 148 - - - Silvered Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -Source: Player's Handbook p. 148 - - - Silvered Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - Source: Player's Handbook p. 148 - - - Silvered Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - Source: Player's Handbook p. 148 - - - Silvered Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -Source: Player's Handbook p. 148 - - - Silvered Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - Source: Player's Handbook p. 148 - - - Silvered Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - Source: Player's Handbook p. 148 - - - Silvered Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - Source: Player's Handbook p. 148 - - - Silvered Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - Source: Player's Handbook p. 148 - - - Silvered Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - Source: Player's Handbook p. 148 - - - Silvered Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - Source: Player's Handbook p. 148 - - - Silvered Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - Source: Player's Handbook p. 148 - - - Silvered Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - Source: Player's Handbook p. 148 - - - Silvered Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - Source: Player's Handbook p. 148 - - - Silvered Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - Source: Player's Handbook p. 148 - - - Silvered Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - Source: Player's Handbook p. 148 - - - Silvered Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - Source: Player's Handbook p. 148 - - - Silvered Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - Source: Player's Handbook p. 148 - - - Silvered Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - Source: Player's Handbook p. 148 - - - Silvered Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - Source: Player's Handbook p. 148 - - - Silvered War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - Source: Player's Handbook p. 148 - - - Silvered Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - Source: Player's Handbook p. 148 - - - Silvered Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - Source: Player's Handbook p. 148 - - - Silvered Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -Source: Player's Handbook p. 148 - - - Smoldering Breastplate - minor, Medium Armor - MA - 20 - - 14 - This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Chain Mail - minor, Heavy Armor - HA - 55 - - 16 - 1 - 13 - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Chain Shirt - minor, Medium Armor - MA - 20 - - 13 - Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Half Plate Armor - minor, Medium Armor - MA - 40 - - 15 - 1 - Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Hide Armor - minor, Medium Armor - MA - 12 - - 12 - This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Leather Armor - minor, Light Armor - LA - 10 - - 11 - The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Padded Armor - minor, Light Armor - LA - 8 - - 11 - 1 - Padded armor consists of quilted layers of cloth and batting. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Plate Armor - minor, Heavy Armor - HA - 65 - - 18 - 1 - 15 - Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Ring Mail - minor, Heavy Armor - HA - 40 - - 14 - 1 - This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Scale Mail - minor, Medium Armor - MA - 45 - - 14 - 1 - This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Spiked Armor - minor, Medium Armor - MA - 45 - - 14 - 1 - Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Splint Armor - minor, Heavy Armor - HA - 60 - - 17 - 1 - 15 - This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -The wearer has disadvantage on Stealth (Dexterity) checks. -If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. -Source: Xanathar's Guide to Everything p. 139 - - - Smoldering Studded Leather Armor - minor, Light Armor - LA - 13 - - 12 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. -Wisps of harmless, odorless smoke rise from this armor while it is worn. -Source: Xanathar's Guide to Everything p. 139 - - - Double-Bladed Scimitar of Life Stealing - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 3d6 - - - Greatsword of Life Stealing - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206 - 3d6 - - - Longsword of Life Stealing - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206 - 3d6 - - - Rapier of Life Stealing - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206 - 3d6 - - - Scimitar of Life Stealing - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206 - 3d6 - - - Shortsword of Life Stealing - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. -Note: According to the SRD, it is an extra 3d6 necrotic damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 206 - 3d6 - - - Double-Bladed Scimitar of Sharpness - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -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 14 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 DM. If the creature has no limb to sever, you lop off a portion of its body instead. -Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). -In addition, you can speak the sword's command 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. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 4d6 - - - Greatsword of Sharpness - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - 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 14 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 DM. If the creature has no limb to sever, you lop off a portion of its body instead. -Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). -In addition, you can speak the sword's command 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. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 206 - 4d6 - - - Longsword of Sharpness - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - 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 14 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 DM. If the creature has no limb to sever, you lop off a portion of its body instead. -Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). -In addition, you can speak the sword's command 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. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 206 - 4d6 - - - Scimitar of Sharpness - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - 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 14 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 DM. If the creature has no limb to sever, you lop off a portion of its body instead. -Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). -In addition, you can speak the sword's command 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. -Found On: Magic Item Table H -Source: Dungeon Master's Guide p. 206 - 4d6 - - - Double-Bladed Scimitar of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Greatsword of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206 - - - Longsword of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206 - - - Rapier of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206 - - - Scimitar of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206 - - - Shortsword of Vengeance - major, Cursed item, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You gain a +1 bonus to attack and damage rolls made with this magic weapon. -Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. -In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. -You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 206 - - - Double-Bladed Scimitar of Wounding - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Greatsword of Wounding - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207 - 1d4 - - - Longsword of Wounding - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207 - 1d4 - - - Rapier of Wounding - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207 - 1d4 - - - Scimitar of Wounding - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207 - 1d4 - - - Shortsword of Wounding - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 207 - 1d4 - - - Vicious +1 Battleaxe - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Blowgun - martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Club - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Dagger - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Dart - simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Double-Bladed Scimitar - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d6 - - - Vicious +1 Flail - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Glaive - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Greataxe - martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Greatclub - simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Greatsword - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Halberd - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Hand Crossbow - martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Handaxe - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Heavy Crossbow - martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Hooked Shortspear - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Javelin - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Lance - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Light Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Light Hammer - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Light Repeating Crossbow - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Longbow - martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Longsword - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Mace - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Maul - martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Morningstar - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Pike - martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Quarterstaff - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Rapier - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Scimitar - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Shortbow - simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Shortsword - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Sickle - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Sling - simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Spear - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Trident - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 War Pick - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Warhammer - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Whip - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious +1 Yklwa - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -You have a +1 bonus to attack and damage rolls made with this weapon. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Source: Acquisitions Incorporated p. 149 - 2d6 - - - Vicious Battleaxe - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Blowgun - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Club - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Dagger - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Dart - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 2d6 - - - Vicious Flail - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Glaive - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Greataxe - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Greatclub - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Halberd - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Hand Crossbow - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Handaxe - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Heavy Crossbow - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Hooked Shortspear - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Javelin - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Lance - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Light Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Light Hammer - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Light Repeating Crossbow - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Longbow - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Mace - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Maul - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Morningstar - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Pike - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Quarterstaff - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Rapier - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Shortbow - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Shortsword - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Sickle - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Sling - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Spear - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Trident - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious War Pick - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Warhammer - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. -Note: According to the SRD, it is an extra 2d6 bludgeoning damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Whip - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. -Note: According to the SRD, it is an extra 2d6 slashing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vicious Yklwa - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. -Note: According to the SRD, it is an extra 2d6 piercing damage. -Found On: Magic Item Table G -Source: Dungeon Master's Guide p. 209 - 2d6 - - - Vorpal Double-Bladed Scimitar - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - 6d8 - - - Vorpal Greatsword - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 209 - 6d8 - - - Vorpal Longsword - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 209 - 6d8 - - - Vorpal Scimitar - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. -Found On: Magic Item Table I -Source: Dungeon Master's Guide p. 209 - 6d8 - - - Walloping Arrow - minor, Ammunition - A - 0.05 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Arrows (20) - minor, Ammunition - A - 1 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Blowgun Needle - minor, Ammunition - A - 0.02 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Blowgun Needles (50) - minor, Ammunition - A - 1 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Crossbow Bolt - minor, Ammunition - A - 0.075 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Crossbow Bolts (20) - minor, Ammunition - A - 1.5 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Sling Bullet - minor, Ammunition - A - 0.075 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Walloping Sling Bullets (20) - minor, Ammunition - A - 1.5 - - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. -Source: Xanathar's Guide to Everything p. 139 - - - Battleaxe of Certain Death - martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Blowgun of Certain Death - martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Club of Certain Death - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Dagger of Certain Death - simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Dart of Certain Death - simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Double-Bladed Scimitar of Certain Death - martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Flail of Certain Death - martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Glaive of Certain Death - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Greataxe of Certain Death - martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Greatclub of Certain Death - simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Greatsword of Certain Death - martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Halberd of Certain Death - martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Hand Crossbow of Certain Death - martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Handaxe of Certain Death - simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Heavy Crossbow of Certain Death - martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Hooked Shortspear of Certain Death - martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Javelin of Certain Death - simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Lance of Certain Death - martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Light Crossbow of Certain Death - simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Light Hammer of Certain Death - simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Light Repeating Crossbow of Certain Death - simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Longbow of Certain Death - martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Longsword of Certain Death - martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Mace of Certain Death - simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Maul of Certain Death - martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Morningstar of Certain Death - martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Pike of Certain Death - martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Quarterstaff of Certain Death - simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Rapier of Certain Death - martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Scimitar of Certain Death - martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Shortbow of Certain Death - simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Shortsword of Certain Death - martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Sickle of Certain Death - simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Sling of Certain Death - simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Spear of Certain Death - simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Trident of Certain Death - martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - War Pick of Certain Death - martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Warhammer of Certain Death - martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Whip of Certain Death - martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Yklwa of Certain Death - simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. -Source: Explorer's Guide to Wildemount p. 270 - - - Battleaxe of Warning - major, martial Weapon, Melee Weapon - M - 4 - V - 1d8 - 1d10 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Blowgun of Warning - major, martial Weapon, Ranged Weapon - R - 1 - A,LD - 1 - P - 25/100 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Club of Warning - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Dagger of Warning - major, simple Weapon, Melee Weapon - M - 1 - F,L,T - 1d4 - P - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Dart of Warning - major, simple Weapon, Ranged Weapon - R - 0.25 - F,T - 1d4 - P - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Double-Bladed Scimitar of Warning - major, martial Weapon, Melee Weapon - M - 6 - S,2H - 2d4 - S - Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 - 1d4 - 2d4 - - - Flail of Warning - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Glaive of Warning - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Greataxe of Warning - major, martial Weapon, Melee Weapon - M - 7 - H,2H - 1d12 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Greatclub of Warning - major, simple Weapon, Melee Weapon - M - 10 - 2H - 1d8 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Greatsword of Warning - major, martial Weapon, Melee Weapon - M - 6 - H,2H - 2d6 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Halberd of Warning - major, martial Weapon, Melee Weapon - M - 6 - H,R,2H - 1d10 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Hand Crossbow of Warning - major, martial Weapon, Ranged Weapon - R - 3 - A,L,LD - 1d6 - P - 30/120 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Handaxe of Warning - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d6 - S - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Heavy Crossbow of Warning - major, martial Weapon, Ranged Weapon - R - 18 - A,H,LD,2H - 1d10 - P - 100/400 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Hooked Shortspear of Warning - major, martial Weapon, Melee Weapon - M - 2 - L - 1d4 - P - On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Javelin of Warning - major, simple Weapon, Melee Weapon - M - 2 - T - 1d6 - P - 30/120 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Lance of Warning - major, martial Weapon, Melee Weapon - M - 6 - R,S - 1d12 - P - Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Light Crossbow of Warning - major, simple Weapon, Ranged Weapon - R - 5 - A,LD,2H - 1d8 - P - 80/320 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Light Hammer of Warning - major, simple Weapon, Melee Weapon - M - 2 - L,T - 1d4 - B - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Light Repeating Crossbow of Warning - major, simple Weapon, Ranged Weapon - R - 5 - A,2H - 1d8 - P - 40/160 - This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Longbow of Warning - major, martial Weapon, Ranged Weapon - R - 2 - A,H,2H - 1d8 - P - 150/600 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Longsword of Warning - major, martial Weapon, Melee Weapon - M - 3 - V - 1d8 - 1d10 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Mace of Warning - major, simple Weapon, Melee Weapon - M - 4 - - 1d6 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Maul of Warning - major, martial Weapon, Melee Weapon - M - 10 - H,2H - 2d6 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Morningstar of Warning - major, martial Weapon, Melee Weapon - M - 4 - - 1d8 - P - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Net of Warning - major, martial Weapon, Ranged Weapon - R - 3 - S,T - 5/15 - Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Pike of Warning - major, martial Weapon, Melee Weapon - M - 18 - H,R,2H - 1d10 - P - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Quarterstaff of Warning - major, simple Weapon, Melee Weapon - M - 4 - V - 1d6 - 1d8 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Rapier of Warning - major, martial Weapon, Melee Weapon - M - 2 - F - 1d8 - P - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Scimitar of Warning - major, martial Weapon, Melee Weapon - M - 3 - F,L - 1d6 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Shortbow of Warning - major, simple Weapon, Ranged Weapon - R - 2 - A,2H - 1d6 - P - 80/320 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Shortsword of Warning - major, martial Weapon, Melee Weapon - M - 2 - F,L - 1d6 - P - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Sickle of Warning - major, simple Weapon, Melee Weapon - M - 2 - L - 1d4 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Sling of Warning - major, simple Weapon, Ranged Weapon - R - - A - 1d4 - B - 30/120 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Spear of Warning - major, simple Weapon, Melee Weapon - M - 3 - T,V - 1d6 - 1d8 - P - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Trident of Warning - major, martial Weapon, Melee Weapon - M - 4 - T,V - 1d6 - 1d8 - P - 20/60 - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - War Pick of Warning - major, martial Weapon, Melee Weapon - M - 2 - - 1d8 - P - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Warhammer of Warning - major, martial Weapon, Melee Weapon - M - 2 - V - 1d8 - 1d10 - B - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Whip of Warning - major, martial Weapon, Melee Weapon - M - 3 - F,R - 1d4 - S - This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - - - Yklwa of Warning - major, simple Weapon, Melee Weapon - M - 3 - T - 1d8 - P - 10/30 - A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. -This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. -Found On: Magic Item Table F -Source: Dungeon Master's Guide p. 213 - diff --git a/FightClub5eXML/Sources/vehicles.xml b/FightClub5eXML/Sources/vehicles.xml old mode 100755 new mode 100644 index f43a734..1816d24 --- a/FightClub5eXML/Sources/vehicles.xml +++ b/FightClub5eXML/Sources/vehicles.xml @@ -63,15 +63,15 @@ Source: Unearthed Arcana: Of Ships And Sea p. 2 G vehicle (90 ft. x 30 ft.) Unaligned - + 0 0 12 miles per hour (288 miles per day) - - - - - - - - - - - - + 0 + 0 + 0 + 0 + 0 + 0 @@ -100,15 +100,15 @@ Source: Mordenkainen's Tome of Foes p. 90 H vehicle (30 ft. x 10 ft.) Unaligned - + 0 0 15 miles per hour (360 miles per day) - - - - - - - - - - - - + 0 + 0 + 0 + 0 + 0 + 0 @@ -859,15 +859,15 @@ Source: Acquisitions Incorporated p. 219 H vehicle (120 ft. x 40 ft.) Unaligned - + 0 0 12 miles per hour (288 miles per day) - - - - - - - - - - - - + 0 + 0 + 0 + 0 + 0 + 0 @@ -1222,7 +1222,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 219 L CREATURE Unaligned - U (n, k, n, o, w, n) + 16 (natural armor) 67 (9d10+18) walk 30 ft. 18 diff --git a/Utilities/compendium.xsd b/Utilities/compendium.xsd index 11a0fab..8cbf4cf 100644 --- a/Utilities/compendium.xsd +++ b/Utilities/compendium.xsd @@ -101,39 +101,39 @@ - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + - - - - - - - - - - - - + + + + + + + + + + + +