diff --git a/FightClub5eXML/Sources/CoreSourcebooks.xml b/FightClub5eXML/Sources/CoreSourcebooks.xml index 03aaf10..a601eb3 100644 --- a/FightClub5eXML/Sources/CoreSourcebooks.xml +++ b/FightClub5eXML/Sources/CoreSourcebooks.xml @@ -2,20844 +2,17330 @@ - Copper (cp) - $ - 0.02 - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - Source: Player's Handbook p. 143 - - - Electrum (ep) - $ - 0.02 - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - Source: Player's Handbook p. 143 - - - Gold (gp) - $ - 0.02 - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - Source: Player's Handbook p. 143 - - - Platinum (pp) - $ - 0.02 - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - Source: Player's Handbook p. 143 - - - Silver (sp) - $ - 0.02 - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - Source: Player's Handbook p. 143 - - - Arrow of Slaying - Unbreakable Arrow - very rare - 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. - - Source: Dungeon Master's Guide p. 152 - 6d10 - - - Arrows - A - common - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - This arrow can’t be broken, except when it is within an antimagic field. - 0.05 - Source: Player's Handbook p. 150 - Source: Xanathar's Guide to Everything, p. 139 - Arrows +1 - Walloping Arrow - uncommon - common - 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. - This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Source: Dungeon Master's Guide p. 150 - ranged attacks +1 - ranged damage +1 - Source: Xanathar's Guide to Everything, p. 139 - Arrows +2 - Walloping Blowgun Needle - rare - 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. - common - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Source: Dungeon Master's Guide p. 150 - ranged attacks +2 - ranged damage +2 - Source: Xanathar's Guide to Everything, p. 139 - Arrows +3 - Walloping Crossbow Bolt - very rare - 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. - common - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Source: Dungeon Master's Guide p. 150 - ranged attacks +3 - ranged damage +3 - Source: Xanathar's Guide to Everything, p. 139 - Blowgun Needle of Slaying - Walloping Sling Bullet - very rare - 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 needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the 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 needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle. - common - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Source: Dungeon Master's Guide p. 152 - 6d10 - Source: Xanathar's Guide to Everything, p. 139 - Blowgun Needles - A - 0.02 - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Monster Hunter's Pack - G - 48.5 - Includes: - • a chest - • a crowbar - • a hammer - • three wooden stakes - • a holy symbol - • a flask of holy water - • a set of manacles - • a steel mirror - • a flask of oil - • a tinderbox - • 3 torches - 0.02 - Source: Player's Handbook p. 150 - 33 - Source: Curse of Strahd, p. 209 - Blowgun Needles +1 - A - 1 - uncommon - 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. - Tome of Strahd - G - 5 - The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact. - Source: Dungeon Master's Guide p. 150 - ranged attacks +1 - ranged damage +1 - Source: Curse of Strahd, p. 221 - Blowgun Needles +2 - A - Cast-Off Chain Mail - HA - rare - 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. - common - 55 - You can doff this armor as an action. - Source: Dungeon Master's Guide p. 150 - ranged attacks +2 - ranged damage +2 - Source: Xanathar's Guide to Everything, p. 136 - 16 - 13 - 1 - Blowgun Needles +3 - A - Cast-Off Plate Armor - HA - very rare - 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. - common - 65 - You can doff this armor as an action. - Source: Dungeon Master's Guide p. 150 - ranged attacks +3 - ranged damage +3 - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - Crossbow Bolt of Slaying - A - Cast-Off Ring Mail - HA - very rare - 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 bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the 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 bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt. - common - 40 - You can doff this armor as an action. - Source: Dungeon Master's Guide p. 152 - 6d10 - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - Crossbow Bolts - A - 0.075 - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Cast-Off Splint Armor - HA - 1 - common - 60 - You can doff this armor as an action. - 0.05 - Source: Player's Handbook p. 150 - Source: Xanathar's Guide to Everything, p. 136 - 17 - 15 - 1 - Crossbow Bolts +1 - A - Chain Mail of Gleaming - HA - uncommon - 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. - common - 55 - This armor never gets dirty. - Source: Dungeon Master's Guide p. 150 - ranged attacks +1 - ranged damage +1 - Source: Xanathar's Guide to Everything, p. 136 - 17 - 13 - 1 - Crossbow Bolts +2 - A - Mind Carapace Chain Mail - HA - rare - 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. - uncommon (requires attunement by a specific individual) - 55 - 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. - Source: Dungeon Master's Guide p. 150 - ranged attacks +2 - ranged damage +2 - Source: Volo's Guide to Monsters, p. 81 - 17 - 13 - 1 - Crossbow Bolts +3 - A - Mind Carapace Plate Armor - HA - very rare - 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. - uncommon (requires attunement by a specific individual) - 65 - 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. - Source: Dungeon Master's Guide p. 150 - ranged attacks +3 - ranged damage +3 - Source: Volo's Guide to Monsters, p. 81 - 19 - 15 - 1 - Sling Bullet of Slaying - A - Mind Carapace Ring Mail - HA - very rare - 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 bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the 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 bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet. - uncommon (requires attunement by a specific individual) - 40 - 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. - Source: Dungeon Master's Guide p. 152 - 6d10 - Source: Volo's Guide to Monsters, p. 81 - 15 - - 1 - Sling Bullets - A - 0.075 - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - Mind Carapace Splint Armor - HA - 1 - uncommon (requires attunement by a specific individual) - 60 - 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. - 0.002 - Source: Player's Handbook p. 150 - Source: Volo's Guide to Monsters, p. 81 - 18 - 15 - 1 - Sling Bullets +1 - A - Plate Armor of Gleaming - HA - uncommon - 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. - common - 65 - This armor never gets dirty. - Source: Dungeon Master's Guide p. 150 - ranged attacks +1 - ranged damage +1 - Source: Xanathar's Guide to Everything, p. 136 - 19 - 15 - 1 - Sling Bullets +2 - A - Ring Mail of Gleaming - HA - rare - 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. - common - 40 - This armor never gets dirty. - Source: Dungeon Master's Guide p. 150 - ranged attacks +2 - ranged damage +2 - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - Sling Bullets +3 - A - Scorpion Armor - HA - very rare - 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. - rare, cursed (requires attunement) - 65 - This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: - - • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. - - • The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. - - • The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). - - Curse: - This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse. - Source: Dungeon Master's Guide p. 150 - ranged attacks +3 - ranged damage +3 - Proficiency: heavy, plate - Source: Tomb of Annihilation, p. 208 - initiative +5 - 18 - 15 - - 10d10+45 - Unbreakable Arrow - A - Smoldering Chain Mail - HA - 0.05 - This arrow can’t be broken, except when it is within an antimagic field. - 55 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 17 - 13 - 1 - Walloping Arrow - A - Smoldering Plate Armor - HA - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - 65 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 19 - 15 - 1 - Walloping Blowgun Needle - A - Smoldering Ring Mail - HA - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 15 - - 1 - Walloping Crossbow Bolt - A - Smoldering Splint Armor - HA - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - 60 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 18 - 15 - 1 - Walloping Sling Bullet - A - Splint Armor of Gleaming - HA - 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. - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - 60 - This armor never gets dirty. - Source: Xanathar's Guide to Everything, p. 139 - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - Abacus - G - 2 - - Cast-Off Leather Armor - LA - 1 - common - 10 - You can doff this armor as an action. - 2 - Source: Player's Handbook p. 150 - Source: Xanathar's Guide to Everything, p. 136 - 11 - - - Acid (vial) - G - 1 - As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. - Cast-Off Padded Armor - LA - 1 - common - 8 - You can doff this armor as an action. - 25 - Source: Player's Handbook p. 148 - 2d6 - Source: Xanathar's Guide to Everything, p. 136 - 11 - - 1 - Alchemist's Fire (flask) - G - 1 - This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - Cast-Off Studded Leather Armor - LA - 1 - common - 13 - You can doff this armor as an action. - 50 - Source: Player's Handbook p. 148 - 1d6 - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - Alchemist's Supplies - G - 8 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. - Components: Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. - Arcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials. - Investigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. - Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. - Smoldering Leather Armor - LA - 1 - common - 10 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 50 - Source: Player's Handbook p. 154 - Source: Xanathar's Guide to Everything, p. 139 - 11 - - - Amulet - G - 1 - A holy symbol is a representation of a god or pantheon - A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - Smoldering Padded Armor - LA - 1 - common - 8 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 5 - Source: Player's Handbook p. 151 - Source: Xanathar's Guide to Everything, p. 139 - 11 - - 1 - Antitoxin - G - - A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. - Smoldering Studded Leather Armor - LA - 1 - common - 13 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - 50 - Source: Player's Handbook p. 151 - Source: Xanathar's Guide to Everything, p. 139 - 12 - - - Backpack - G - 5 - A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. - Azuredge + Copper (cp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Electrum (ep) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Gold (gp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Platinum (pp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Silver (sp) + $ + 0.02 + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). + With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. + One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. + One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. + In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. + A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. + + Source: Player's Handbook p. 143 + + + Arrow of Slaying + A + 1 + very rare + 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. + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Arrows + A + 0.05 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.05 + Source: Player's Handbook p. 150 + + + Arrows +1 + A + 1 + uncommon + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Arrows +2 + A + 1 + rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Arrows +3 + A + 1 + very rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Blowgun Needle of Slaying + A + 1 + very rare + 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 needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the 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 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 + A + 0.02 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.02 + Source: Player's Handbook p. 150 + + + Blowgun Needles +1 + A + 1 + uncommon + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Blowgun Needles +2 + A + 1 + rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Blowgun Needles +3 + A + 1 + very rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Crossbow Bolt of Slaying + A + 1 + very rare + 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 bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the 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 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 + A + 0.075 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.05 + Source: Player's Handbook p. 150 + + + Crossbow Bolts +1 + A + 1 + uncommon + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Crossbow Bolts +2 + A + 1 + rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Crossbow Bolts +3 + A + 1 + very rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Sling Bullet of Slaying + A + 1 + very rare + 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 bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the 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 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 + A + 0.075 + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + 0.002 + Source: Player's Handbook p. 150 + + + Sling Bullets +1 + A + 1 + uncommon + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Sling Bullets +2 + A + 1 + rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Sling Bullets +3 + A + 1 + very rare + 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. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Abacus + G + 2 + + + 2 + Source: Player's Handbook p. 150 + + + Acid (vial) + G + 1 + As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. + + 25 + Source: Player's Handbook p. 148 + 2d6 + + + Alchemist's Fire (flask) + G + 1 + This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. + + 50 + Source: Player's Handbook p. 148 + 1d6 + + + Alchemist's Supplies + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. + Components: Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. + Arcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials. + Investigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. + Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. + + 50 + Source: Player's Handbook p. 154 + + + Amulet + G + 1 + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Antitoxin + G + + A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. + + 50 + Source: Player's Handbook p. 151 + + + Backpack + G + 5 + A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. + + 2 + Source: Player's Handbook p. 153 + + + Bagpipes + G + 6 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Ball Bearings + G + 0.002 + As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. + + 1 + Source: Player's Handbook p. 151 + + + Barrel + G + 70 + A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. + + 2 + Source: Player's Handbook p. 153 + + + Basket + G + 2 + A basket holds 2 cubic feet or 40 pounds of gear. + + 0.4 + Source: Player's Handbook p. 153 + + + Bedroll + G + 7 + + + 1 + Source: Player's Handbook p. 150 + + + Bell + G + + + + 1 + Source: Player's Handbook p. 150 + + + Bit and Bridle + G + + + + 2 + Source: Player's Handbook, p. 157 + + + Blanket + G + 3 + + + 0.5 + Source: Player's Handbook p. 150 + + + Block and Tackle + G + 5 + A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. + + 1 + Source: Player's Handbook p. 151 + + + Book + G + 5 + A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). + + 25 + Source: Player's Handbook p. 151 + + + Brewer's Supplies + G + 9 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work. + Components: Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. + History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element. + Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain. + Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood. + Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest. + + 20 + Source: Player's Handbook p. 154 + + + Bucket + G + 2 + A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. + + 0.05 + Source: Player's Handbook p. 153 + + + Bullseye Lantern + G + 2 + A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. + + 10 + Source: Player's Handbook p. 152 + + + Burglar's Pack + G + 44.5 + Includes: + • a backpack + • a bag of 1,000 ball bearings + • 10 feet of string + • a bell + • 5 candles + • a crowbar + • a hammer + • 10 pitons + • a hooded lantern + • 2 flasks of oil + • 5 days rations + • a tinderbox + • a waterskin + • 50 feet of hempen rope + + 16 + Source: Player's Handbook p. 151 + + + Calligrapher's Supplies + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. + Components: Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. + Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature. + History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. + Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts. + + 10 + Source: Player's Handbook p. 154 + + + Caltrops + G + 0.1 + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. + + 0.05 + Source: Player's Handbook p. 151 + + + Camel + G + + + + 50 + Source: Player's Handbook, p. 157 + + + Candle + G + + For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + + 0.01 + Source: Player's Handbook p. 151 + + + Carpenter's Tools + G + 6 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. + Components: Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. + History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects. + Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery. + Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages. + Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on. + Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5. + Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled. + + 8 + Source: Player's Handbook p. 154 + + + Carriage + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 100 + Source: Player's Handbook, p. 157 + + + Cart + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 15 + Source: Player's Handbook, p. 157 + + + Cartographer's Tools + G + 6 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. + Components: Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. + Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. + Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. + Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. + Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity. + + + 15 + Source: Player's Handbook p. 154 + + + Chain (10 feet) + G + 10 + A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. + + 5 + Source: Player's Handbook p. 151 + + + Chain Barding + G + 110 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Chain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 200 + Source: Player's Handbook, p. 157 + + + Chalk (1 piece) + G + + + + 0.01 + Source: Player's Handbook p. 150 + + + Chariot + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 250 + Source: Player's Handbook, p. 157 + + + Chest + G + 25 + A chest holds 12 cubic feet or 300 pounds of gear. + + 5 + Source: Player's Handbook p. 153 + + + Climber's Kit + G + 12 + A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. + + 25 + Source: Player's Handbook p. 151 + + + Cobbler's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. + Components: Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread. + Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. + Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from. + Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion. + Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment. + + + 5 + Source: Player's Handbook p. 154 + + + Common Clothes + G + 3 + + + 0.5 + Source: Player's Handbook p. 150 + + + Component Pouch + G + 2 + A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). + + 25 + Source: Player's Handbook p. 151 + + + Cook's Utensils + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. + Components: Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. + History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits. + Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction. + Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals. + Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food. + + 1 + Source: Player's Handbook p. 154 + + + Costume Clothes + G + 4 + + + 5 + Source: Player's Handbook p. 150 + + + Crossbow Bolt Case + G + 1 + This wooden case can hold up to twenty crossbow bolts. + + 1 + Source: Player's Handbook p. 151 + + + Crowbar + G + 5 + Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. + + 2 + Source: Player's Handbook p. 151 + + + Crystal + G + 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, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Dice Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 0.1 + Source: Player's Handbook p. 154 + + + Diplomat's Pack + G + 36 + Includes: + • a chest + • 2 cases for maps and scrolls + • a set of fine clothes + • a bottle of ink + • an ink pen + • a lamp + • 2 flasks of oil + • 5 sheets of paper + • a vial of perfume + • sealing wax + • soap. + + 39 + Source: Player's Handbook p. 151 + + + Disguise Kit + G + 3 + This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. + The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity. + Components: A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. + Deception: In certain cases, a disguise can improve your ability to weave convincing lies. + Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. + Performance: A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. + Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. + Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. + At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. + + 25 + Source: Player's Handbook p. 154 + + + Donkey + G + + + + 8 + Source: Player's Handbook, p. 157 + + + Draft Horse + G + + + + 50 + Source: Player's Handbook, p. 157 + + + Dragonchess Set + G + 0.5 + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 1 + Source: Player's Handbook p. 154 + + + Drum + G + 3 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 6 + Source: Player's Handbook p. 154 + + + Dulcimer + G + 10 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 25 + Source: Player's Handbook p. 154 + + + Dungeoneer's Pack + G + 61.5 + Includes: + • a backpack + • a crowbar + • a hammer + • 10 pitons + • 10 torches + • a tinderbox + • 10 days of rations + • a waterskin + • 50 feet of hempen rope + + 12 + Source: Player's Handbook p. 151 + + + Elephant + G + + + + 200 + Source: Player's Handbook, p. 157 + + + Emblem + G + + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Entertainer's Pack + G + 38 + Includes: + • a backpack + • a bedroll + • 2 costumes + • 5 candles + • 5 days of rations + • a waterskin + • a disguise kit. + + 40 + Source: Player's Handbook p. 151 + + + Exotic Saddle + G + + An exotic saddle is required for riding any aquatic or flying mount. + + 60 + Source: Player's Handbook, p. 157 + + + Expenses, Ale, Gallon + G + + + + 0.2 + Source: Player's Handbook, p. 158 + + + Expenses, Ale, Mug + G + + + + 0.04 + Source: Player's Handbook, p. 158 + + + Expenses, Banquet (per person) + G + + + + 10 + Source: Player's Handbook, p. 158 + + + Expenses, Bread, Loaf + G + + + + 0.02 + Source: Player's Handbook, p. 158 + + + Expenses, Cheese, hunk + G + + + + 0.1 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Aristocratic + G + + + + 4 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Comfortable + G + + + + 0.8 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Modest + G + + + + 0.5 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Poor + G + + + + 0.1 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Squalid + G + + + + 0.07 + Source: Player's Handbook, p. 158 + + + Expenses, Inn, per day, Wealthy + G + + + + 2 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Aristocratic + G + + + + 2 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Comfortable + G + + + + 0.5 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Modest + G + + + + 0.3 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Poor + G + + + + 0.06 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Squalid + G + + + + 0.03 + Source: Player's Handbook, p. 158 + + + Expenses, Meals, per day, Wealthy + G + + + + 0.8 + Source: Player's Handbook, p. 158 + + + Expenses, Meat, Chunk + G + + + + 0.3 + Source: Player's Handbook, p. 158 + + + Expenses, Stabling, per day + G + + + + 0.5 + Source: Player's Handbook, p. 157 + + + Expenses, Wine, Common, Pitcher + G + + + + 0.2 + Source: Player's Handbook, p. 158 + + + Expenses, Wine, Fine, Bottle + G + + + + 10 + Source: Player's Handbook, p. 158 + + + Explorer's Pack + G + 59 + Includes: + • a backpack + • a bedroll + • a mess kit + • a tinderbox + • 10 torches + • 10 days of rations + • a waterskin + • 50 feet of hempen rope + + 10 + Source: Player's Handbook p. 151 + + + Feed (1 day) + G + + + + 0.05 + Source: Player's Handbook, p. 157 + + + Fine Clothes + G + 6 + + + 15 + Source: Player's Handbook p. 150 + + + Fishing Tackle + G + 4 + This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. + + 1 + Source: Player's Handbook p. 151 + + + Flask + G + 1 + A flask holds 1 pint of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Flute + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 2 + Source: Player's Handbook p. 154 + + + Forgery Kit + G + 5 + This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. + A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. + Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal. + Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake. + Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. + History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic. + Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine. + Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map. + Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake. + + 15 + Source: Player's Handbook p. 154 + + + Galley + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 30000 + Source: Player's Handbook, p. 157 + + + Glass Bottle + G + 2 + A bottle holds 1 1/2 pints of liquid. + + 2 + Source: Player's Handbook p. 153 + + + Glassblower's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects. + Components: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. + Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.) + Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects. + Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled. + + 30 + Source: Player's Handbook p. 154 + + + Grappling Hook + G + 4 + + + 2 + Source: Player's Handbook p. 150 + + + Half Plate Barding + G + 80 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Half plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2). + + 3000 + Source: Player's Handbook, p. 157 + + + Hammer + G + 3 + + + 1 + Source: Player's Handbook p. 150 + + + Healer's Kit + G + 3 + This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. + + 5 + Source: Player's Handbook p. 151 + + + Hempen Rope (50 feet) + G + 10 + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. + + 1 + Source: Player's Handbook p. 153 + + + Herbalism Kit + G + 3 + This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. + Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. + Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. + Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. + Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. + Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. + Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. + Identify Plants: You can identify most plants with a quick inspection of their appearance and smell. + + 5 + Source: Player's Handbook p. 154 + + + Hide Barding + G + 24 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Hide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2). + + 40 + Source: Player's Handbook, p. 157 + + + Holy Water (flask) + G + 1 + As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. + + 25 + Source: Player's Handbook p. 151 + + + Hooded Lantern + G + 2 + A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. + + 5 + Source: Player's Handbook p. 152 + + + Horn + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 3 + Source: Player's Handbook p. 154 + + + Hourglass + G + 1 + + + 25 + Source: Player's Handbook p. 150 + + + Hunting Trap + G + 25 + When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. + + 5 + Source: Player's Handbook p. 152 + + + Ink (1 ounce bottle) + G + + + + 10 + Source: Player's Handbook p. 150 + + + Ink Pen + G + + + + 0.02 + Source: Player's Handbook p. 150 + + + Iron Pot + G + 10 + An iron pot holds 1 gallon of liquid. + + 2 + Source: Player's Handbook p. 153 + + + Iron Spikes + G + 0.5 + + + 0.1 + Source: Player's Handbook p. 150 + + + Jeweler's Tools + G + 2 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. + Components: Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers. + Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items. + Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold. + Identify Gems: You can identify gems and determine their value at a glance. + + 25 + Source: Player's Handbook p. 154 + + + Jug + G + 4 + A jug holds 1 gallon of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Keelboat + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. + + 3000 + Source: Player's Handbook, p. 157 + + + Ladder (10-foot) + G + 25 + + + 0.1 + Source: Player's Handbook p. 150 + + + Lamp + G + 1 + A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. + + 0.5 + Source: Player's Handbook p. 152 + + + Leather Barding + G + 20 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Leather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. + + 40 + Source: Player's Handbook, p. 157 + + + Leatherworker's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. + Components: Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. + Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks. + Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. + Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods. + + + 5 + Source: Player's Handbook p. 154 + + + Lifestyle Expenses, Aristocratic, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. + + 10 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Comfortable, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. + + 2 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Modest, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. + + 1 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Poor + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. + + 0.2 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Squalid, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. + + 0.1 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Wealthy, per day + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. + + 4 + Source: Player's Handbook, p. 157 + + + Lifestyle Expenses, Wretched + G + + Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. + At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. + Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. + + Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. + + + Source: Player's Handbook, p. 157 + + + Lock + G + 1 + A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. + + 10 + Source: Player's Handbook p. 152 + + + Longship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 10000 + Source: Player's Handbook, p. 157 + + + Lute + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 35 + Source: Player's Handbook p. 154 + + + Lyre + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Magnifying Glass + G + + This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. + + 100 + Source: Player's Handbook p. 152 + + + Manacles + G + 6 + These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. + + 2 + Source: Player's Handbook p. 152 + + + Map or Scroll Case + G + 1 + This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. + + 1 + Source: Player's Handbook p. 151 + + + Mason's Tools + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. + Components: Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. + History: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. + Investigation: You gain additional insight when inspecting areas within stone structures. + Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. + Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. + + 10 + Source: Player's Handbook p. 154 + + + Mastiff + G + + + + 25 + Source: Player's Handbook, p. 157 + + + Merchant's Scale + G + 3 + A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. + + 5 + Source: Player's Handbook p. 153 + + + Mess Kit + G + 1 + This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. + + 0.2 + Source: Player's Handbook p. 152 + + + Military Saddle + G + + A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. + + 20 + Source: Player's Handbook, p. 157 + + + Miner's Pick + G + 10 + + + 2 + Source: Player's Handbook p. 150 + + + Mule + G + + + + 8 + Source: Player's Handbook, p. 157 + + + Navigator's Tools + G + 2 + This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. + Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. + Components: Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. + Survival: Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements. + Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day. + + 25 + Source: Player's Handbook p. 154 + + + Oil (flask) + G + 1 + Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. + + 0.1 + Source: Player's Handbook p. 152 + + + Orb + G + 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, using it in place of any material component which does not list a cost. + + 20 + Source: Player's Handbook p. 151 + + + Pack Saddle + G + + + + 5 + Source: Player's Handbook, p. 157 + + + Padded Barding + G + 16 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Padded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage. + + 20 + Source: Player's Handbook, p. 157 + + + Painter's Supplies + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art. + Components: Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. + Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon. + Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight. + Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw. + + 10 + Source: Player's Handbook p. 154 + + + Pan Flute + G + 2 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 12 + Source: Player's Handbook p. 154 + + + Paper (one sheet) + G + + + + 0.2 + Source: Player's Handbook p. 150 + + + Parchment (one sheet) + G + + + + 0.1 + Source: Player's Handbook p. 150 + + + Perfume (vial) + G + + + + 5 + Source: Player's Handbook p. 150 + + + Pitcher + G + 4 + A pitcher holds 1 gallon of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Piton + G + 0.25 + + + 0.05 + Source: Player's Handbook p. 150 + + + Plate Barding + G + 130 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Plate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 6000 + Source: Player's Handbook, p. 157 + + + Playing Card Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + + 0.5 + Source: Player's Handbook p. 154 + + + Poison (Assassin's Blood) + G + + A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 150 + Source: Dungeon Master's Guide p. 257 + 1d12 + + + Poison (Basic) + G + + You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 100 + Source: Player's Handbook p. 153 + 1d4 + + + Poison (Burnt Othur Fumes) + G + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. + + 500 + Source: Dungeon Master's Guide p. 257 + 3d6 + 1d6 + + + Poison (Carrion Crawler Mucus) + G + + This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + + + Poison (Drow Poison) + G + + This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + + + Poison (Essence of Ether) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 300 + Source: Dungeon Master's Guide p. 257 + + + Poison (Malice) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 250 + Source: Dungeon Master's Guide p. 257 + + + Poison (Midnight Tears) + G + + A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. Youu might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 1500 + Source: Dungeon Master's Guide p. 257 + 9d6 + + + Poison (Oil of Taggit) + G + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. + + Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. + + 400 + Source: Dungeon Master's Guide p. 257 + + + Poison (Pale Tincture) + G + + A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. + + Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. + + 250 + Source: Dungeon Master's Guide p. 257 + 1d6 + + + Poison (Purple Worm Poison) + G + + This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 2000 + Source: Dungeon Master's Guide p. 257 + 12d6 + + + Poison (Serpent Venom) + G + + This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 200 + Source: Dungeon Master's Guide p. 257 + 3d6 + + + Poison (Torpor) + G + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. + + Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 600 + Source: Dungeon Master's Guide p. 257 + 4d6 + + + Poison (Truth Serum) + G + + A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. + + Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. + + 150 + Source: Dungeon Master's Guide p. 257 + + + Poison (Wyvern Poison) + G + + This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + + Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. + + 1200 + Source: Dungeon Master's Guide p. 257 + 7d6 + + + Poisoner's Kit + G + 2 + A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. + A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. + Components: A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. + History: Your training with poisons can help you when you try to recall facts about infamous poisonings. + Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison. + Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient. + Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous. + Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects. + + 50 + Source: Player's Handbook p. 154 + + + Pole (10-foot) + G + 7 + + + 0.05 + Source: Player's Handbook p. 150 + + + Pony + G + + + + 30 + Source: Player's Handbook, p. 157 + + + Portable Ram + G + 35 + You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. + + 4 + Source: Player's Handbook p. 153 + + + Potter's Tools + G + 3 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels. + Components: Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers. + History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin. + Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities. + Reconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose. + + 10 + Source: Player's Handbook p. 154 + + + Pouch + G + 1 + A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. + + 0.5 + Source: Player's Handbook p. 153 + + + Priest's Pack + G + 24 + Includes: + • a backpack + • a blanket + • 10 candles + • a tinderbox + • an alms box + • 2 blocks of incense + • a censer + • vestments + • 2 days of rations + • a waterskin. + + 19 + Source: Player's Handbook p. 151 + + + Quiver + G + 1 + A quiver can hold up to 20 arrows. + + 1 + Source: Player's Handbook p. 153 + + + Rations (1 day) + G + 2 + Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. + + 0.5 + Source: Player's Handbook p. 153 + + + Reliquary + G + 2 + A holy symbol is a representation of a god or pantheon + A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. + + 5 + Source: Player's Handbook p. 151 + + + Riding Horse + G + + + + 75 + Source: Player's Handbook, p. 157 + + + Riding Saddle + G + + + + 10 + Source: Player's Handbook, p. 157 + + + Ring Barding + G + 80 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Ring barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage. + + 120 + Source: Player's Handbook, p. 157 + + + Robes + G + 4 + + + 1 + Source: Player's Handbook p. 150 + + + Rod + G + 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, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Rowboat + G + 100 + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. + + 50 + Source: Player's Handbook, p. 157 + + + Sack + G + 0.5 + A sack can hold up to 1 cubic foot or 30 pounds of gear. + + 0.01 + Source: Player's Handbook p. 153 + + + Saddlebags + G + + + + 4 + Source: Player's Handbook, p. 157 + + + Sailing Ship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 10000 + Source: Player's Handbook, p. 157 + + + Scale Barding + G + 90 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Scale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage. + + 200 + Source: Player's Handbook, p. 157 + + + Scholar's Pack + G + 10 + Includes: + • a backpack + • a book of lore + • a bottle of ink + • an ink pen + • 10 sheets of parchment + • a little bag of sand + • a small knife. + + 40 + Source: Player's Handbook p. 151 + + + Sealing Wax + G + + + + 0.5 + Source: Player's Handbook p. 150 + + + Services, Coach Cab, between towns, per mile + G + + + + 0.03 + Source: Player's Handbook, p. 159 + + + Services, Coach Cab, within city, per mile + G + + + + 0.01 + Source: Player's Handbook, p. 159 + + + Services, Hireling, Skilled, per day + G + + Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay + + 2 + Source: Player's Handbook, p. 159 + + + Services, Hireling, Untrained, per day + G + + Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. + + 0.2 + Source: Player's Handbook, p. 159 + + + Services, Messenger, per mile + G + + + + 0.02 + Source: Player's Handbook, p. 159 + + + Services, Road or Gate Toll + G + + + + 0.01 + Source: Player's Handbook, p. 159 + + + Services, Ship's Passage, per mile + G + + + + 0.1 + Source: Player's Handbook, p. 159 + + + Sham + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 2 + Source: Player's Handbook p. 154 + + + Shovel + G + 5 + + + 2 + Source: Player's Handbook p. 150 + + + Signal Whistle + G + + + + 0.05 + Source: Player's Handbook p. 150 + + + Signet Ring + G + + + + 5 + Source: Player's Handbook p. 150 + + + Silk Rope (50 feet) + G + 5 + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. + + 10 + Source: Player's Handbook p. 153 + + + Sled + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + + 20 + Source: Player's Handbook, p. 157 + + + Sledge Hammer + G + 10 + + + 2 + Source: Player's Handbook p. 150 + + + Smith's Tools + G + 8 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. + Components: Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone. + Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons. + Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. + Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. + + + 20 + Source: Player's Handbook p. 154 + + + Soap + G + + + + 0.02 + Source: Player's Handbook p. 150 + + + Spellbook + G + 3 + Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. + + 50 + Source: Player's Handbook p. 153 + + + Splint Barding + G + 120 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Splint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. + + 800 + Source: Player's Handbook, p. 157 + + + Sprig of Mistletoe + G + + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 1 + Source: Player's Handbook p. 151 + + + Spyglass + G + 1 + Objects viewed through a spyglass are magnified to twice their size. + + 1000 + Source: Player's Handbook p. 153 + + + Staff + G + 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, using it in place of any material component which does not list a cost. + + 5 + Source: Player's Handbook p. 151 + + + Steel Mirror + G + 0.5 + + + 5 + Source: Player's Handbook p. 150 + + + Studded Leather Barding + G + 26 + Barding is armor designed to protect an animal's head, neck, chest, and body. + Studded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier. + + 180 + Source: Player's Handbook, p. 157 + + + Tankard + G + + A tankard holds 1 pint of liquid. + + 0.02 + Source: Player's Handbook p. 153 + + + Thieves' Tools + G + 1 + This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. + Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. + Components: Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. + History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. + Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. + Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. + + + 25 + Source: Player's Handbook p. 154 + + + Three-Dragon Ante Set + G + + If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. + Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. + Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. + History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. + Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. + Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. + + 1 + Source: Player's Handbook p. 154 + + + Tinderbox + G + 1 + This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. + + 0.5 + Source: Player's Handbook p. 153 + + + Tinker's Tools + G + 10 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. + Components: Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. + History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. + Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. + Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. + + 50 + Source: Player's Handbook p. 154 + + + Torch + G + 1 + A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. + + 0.01 + Source: Player's Handbook p. 153 + + + Totem + G + + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 1 + Source: Player's Handbook p. 151 + + + Trade Goods, Canvas, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cattle + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 10 + Source: Player's Handbook, p. 157 + + + Trade Goods, Chickens + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.02 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cinnamon + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cloves + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 3 + Source: Player's Handbook, p. 157 + + + Trade Goods, Copper + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Cotton Cloth, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Flour + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.02 + Source: Player's Handbook, p. 157 + + + Trade Goods, Ginger + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Goats + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Gold + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 50 + Source: Player's Handbook, p. 157 + + + Trade Goods, Iron + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.1 + Source: Player's Handbook, p. 157 + + + Trade Goods, Linen, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Oxen + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 15 + Source: Player's Handbook, p. 157 + + + Trade Goods, Pepper + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Pigs + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 3 + Source: Player's Handbook, p. 157 + + + Trade Goods, Platinum + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 500 + Source: Player's Handbook, p. 157 + + + Trade Goods, Saffron + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 15 + Source: Player's Handbook, p. 157 + + + Trade Goods, Salt + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.05 + Source: Player's Handbook, p. 157 + + + Trade Goods, Sheep + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 2 + Source: Player's Handbook, p. 157 + + + Trade Goods, Silk, sq. yards + G + + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 10 + Source: Player's Handbook, p. 157 + + + Trade Goods, Silver + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 5 + Source: Player's Handbook, p. 157 + + + Trade Goods, Wheat + G + 1 + Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. + + 0.01 + Source: Player's Handbook, p. 157 + + + Traveler's Clothes + G + 4 + + + 2 + Source: Player's Handbook p. 150 + + + Two-Person Tent + G + 20 + A simple and portable canvas shelter, a tent sleeps two. + + 2 + Source: Player's Handbook p. 153 + + + Vial + G + + A vial can hold up to 4 ounces of liquid. + + 1 + Source: Player's Handbook p. 153 + + + Viol + G + 1 + If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. + A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. + Each type of musical instrument requires a separate proficiency. + Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. + History: Your expertise aids you in recalling lore related to your instrument. + Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. + Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. + + 30 + Source: Player's Handbook p. 154 + + + Wagon + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 35 + Source: Player's Handbook, p. 157 + + + Wand + G + 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, using it in place of any material component which does not list a cost. + + 10 + Source: Player's Handbook p. 151 + + + Warhorse + G + + + + 400 + Source: Player's Handbook, p. 157 + + + Warship + G + + If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. + + 25000 + Source: Player's Handbook, p. 157 + + + Waterskin + G + 5 + A waterskin can hold up to 4 pints of liquid. + + 0.2 + Source: Player's Handbook p. 153 + + + Weaver's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Weaver’s tools allow you to create cloth and tailor it into articles of clothing. + Components: Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport. + Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes. + Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items. + Repair: As part of a short rest, you can repair a single damaged cloth object. + Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest. + + 1 + Source: Player's Handbook p. 154 + + + Whetstone + G + 1 + + + 0.01 + Source: Player's Handbook p. 150 + + + Woodcarver's Tools + G + 5 + These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. + Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. + Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw. + Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows. + Nature: Your knowledge of wooden objects gives you some added insight when you examine trees. + Repair: As part of a short rest, you can repair a single damaged wooden object. + Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them. + + + 1 + Source: Player's Handbook p. 154 + + + Wooden Staff + G + 4 + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 5 + Source: Player's Handbook p. 151 + + + Yew Wand + G + 1 + A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. + + 10 + Source: Player's Handbook p. 151 + + + Adamantine Chain Mail + HA + 1 + uncommon + 55 + 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. + + Source: Dungeon Master's Guide p. 150 + 16 + 13 + 1 + + + Adamantine Plate Armor + HA + 1 + uncommon + 65 + 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. + + Source: Dungeon Master's Guide p. 150 + 18 + 15 + 1 + + + Adamantine Ring Mail + HA + 1 + uncommon + 40 + 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + 1 + + + Adamantine Splint Armor + HA + 1 + uncommon + 60 + 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. + + Source: Dungeon Master's Guide p. 150 + 17 + 15 + 1 + + + Armor of Invulnerability + HA + 1 + legendary (requires attunement) + 65 + You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Bludgeoning) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to bludgeoning damage. + + Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Piercing) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to piercing damage. + + Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Armor of Vulnerability (Slashing) + HA + 1 + rare, cursed (requires attunement) + 65 + While wearing this armor, you have resistance to slashing damage. + + Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Chain Mail + HA + 55 + 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. + + 75 + Source: Player's Handbook p. 145 + 16 + 13 + 1 + + + Chain Mail +1 + HA + 1 + rare + 55 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 16 + 13 + 1 + + + Chain Mail +2 + HA + 1 + very rare + 55 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 16 + 13 + 1 + + + Chain Mail +3 + HA + 1 + legendary + 55 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 16 + 13 + 1 + + + Chain Mail of Acid Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Cold Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Fire Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Force Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Lightning Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Necrotic Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Poison Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Psychic Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Radiant Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Chain Mail of Thunder Resistance + HA + 1 + rare (requires attunement) + 55 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 16 + 13 + 1 + + + Demon Armor + HA + 1 + very rare, cursed (requires attunement) + 65 + While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. + + Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 18 + 15 + 1 + + + Dwarven Plate + HA + 1 + very rare + 65 + While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. + + Source: Dungeon Master's Guide p. 167 + ac +2 + 18 + 15 + 1 + + + Efreeti Chain + HA + 1 + legendary (requires attunement) + 55 + While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. + + Source: Dungeon Master's Guide p. 167 + ac +3 + 16 + 13 + 1 + + + Mariner's Chain Mail + HA + 1 + uncommon + 55 + 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. + + Source: Dungeon Master's Guide p. 181 + 16 + 13 + 1 + + + Mariner's Plate Armor + HA + 1 + uncommon + 65 + 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. + + Source: Dungeon Master's Guide p. 181 + 18 + 15 + 1 + + + Mariner's Ring Mail + HA + 1 + uncommon + 40 + 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. + + Source: Dungeon Master's Guide p. 181 + 14 + + 1 + + + Mariner's Splint Armor + HA + 1 + uncommon + 60 + 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. + + Source: Dungeon Master's Guide p. 181 + 17 + 15 + 1 + + + Mithral Chain Mail + HA + 1 + uncommon + 55 + 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: Dungeon Master's Guide p. 182 + 16 + + + + + Mithral Plate Armor + HA + 1 + uncommon + 65 + 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: Dungeon Master's Guide p. 182 + 18 + + + + + Mithral Ring Mail + HA + 1 + uncommon + 40 + 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: Dungeon Master's Guide p. 182 + 14 + + + + + Mithral Splint Armor + HA + 1 + uncommon + 60 + 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: Dungeon Master's Guide p. 182 + 17 + + + + + Plate Armor + HA + 65 + 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. + + 1500 + Source: Player's Handbook p. 145 + 18 + 15 + YES + + + Plate Armor +1 + HA + 1 + rare + 65 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 18 + 15 + 1 + + + Plate Armor +2 + HA + 1 + very rare + 65 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 18 + 15 + 1 + + + Plate Armor +3 + HA + 1 + legendary + 65 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 18 + 15 + 1 + + + Plate Armor of Acid Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Cold Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Etherealness + HA + 1 + legendary (requires attunement) + 65 + While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 185 + 18 + 15 + 1 + + + Plate Armor of Fire Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Force Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Lightning Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Necrotic Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Poison Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Psychic Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Radiant Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Plate Armor of Thunder Resistance + HA + 1 + rare (requires attunement) + 65 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 18 + 15 + 1 + + + Ring Mail + HA + 40 + 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. + + 30 + Source: Player's Handbook p. 145 + 14 + + YES + + + Ring Mail +1 + HA + 1 + rare + 40 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + 1 + + + Ring Mail +2 + HA + 1 + very rare + 40 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + 1 + + + Ring Mail +3 + HA + 1 + legendary + 40 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + 1 + + + Ring Mail of Acid Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Cold Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Fire Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Force Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Lightning Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Necrotic Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Poison Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Psychic Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Radiant Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Ring Mail of Thunder Resistance + HA + 1 + rare (requires attunement) + 40 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Splint Armor + HA + 60 + 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. + + 200 + Source: Player's Handbook p. 145 + 17 + 15 + YES + + + Splint Armor +1 + HA + 1 + rare + 60 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 17 + 15 + 1 + + + Splint Armor +2 + HA + 1 + very rare + 60 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 17 + 15 + 1 + + + Splint Armor +3 + HA + 1 + legendary + 60 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 17 + 15 + 1 + + + Splint Armor of Acid Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Cold Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Fire Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Force Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Lightning Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Necrotic Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Poison Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Psychic Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Radiant Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Splint Armor of Thunder Resistance + HA + 1 + rare (requires attunement) + 60 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 17 + 15 + 1 + + + Glamoured Studded Leather + LA + 1 + rare + 12 + While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. + + Source: Dungeon Master's Guide p. 172 + ac +1 + 12 + + + + + Leather Armor + LA + 10 + 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. + + 10 + Source: Player's Handbook p. 144 + 11 + + + + + Leather Armor +1 + LA + 1 + rare + 10 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 11 + + + + + Leather Armor +2 + LA + 1 + very rare + 10 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 11 + + + + + Leather Armor +3 + LA + 1 + legendary + 10 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 11 + + + + + Leather Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Force Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Leather Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 10 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + + + + Mariner's Leather Armor + LA + 1 + uncommon + 10 + 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. + + Source: Dungeon Master's Guide p. 181 + 11 + + + + + Mariner's Padded Armor + LA + 1 + uncommon + 8 + 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. + + Source: Dungeon Master's Guide p. 181 + 11 + + 1 + + + Mariner's Studded Leather Armor + LA + 1 + uncommon + 13 + 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. + + Source: Dungeon Master's Guide p. 181 + 12 + + + + + Padded Armor + LA + 8 + Padded armor consists of quilted layers of cloth and batting. + + 5 + Source: Player's Handbook p. 144 + 11 + + YES + + + Padded Armor +1 + LA + 1 + rare + 8 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 11 + + 1 + + + Padded Armor +2 + LA + 1 + very rare + 8 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 11 + + 1 + + + Padded Armor +3 + LA + 1 + legendary + 8 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 11 + + 1 + + + Padded Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Force Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Padded Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 8 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 11 + + 1 + + + Studded Leather Armor + LA + 13 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. + + 45 + Source: Player's Handbook p. 144 + 12 + + + + + Studded Leather Armor +1 + LA + 1 + rare + 13 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 12 + + + + + Studded Leather Armor +2 + LA + 1 + very rare + 13 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 12 + + + + + Studded Leather Armor +3 + LA + 1 + legendary + 13 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 12 + + + + + Studded Leather Armor of Acid Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Cold Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Fire Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Force Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Lightning Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Necrotic Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Poison Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Psychic Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Radiant Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Studded Leather Armor of Thunder Resistance + LA + 1 + rare (requires attunement) + 13 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Axe of the Dwarvish Lords M - 1 - legendary (requires attunement) - 4 - Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. - Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence. - - Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force. - - When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target. - - Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. - - Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. - - Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. - The weapon communicates telepathically with its wielder and can speak, read and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it. - - Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. - If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time. - 2 - Source: Player's Handbook p. 153 - Proficiency: martial, battleaxe - Source: Waterdeep - Dragon Heist p. 189 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V,T - 60/180 - Bagpipes - G - 6 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 30 - Source: Player's Handbook p. 154 - Blackstaff - ST - 1 - legendary (requires attunement by the Blackstaff heir, who must be a wizard) - 4 - The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below). - The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master’s Guide) in addition to the following properties. - - Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken. - - Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. - - Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. - - Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. - - Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. - - Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. - In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach. - - Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.) - Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. - Proficiency: simple, quarterstaff - Source: Waterdeep - Dragon Heist p. 190 - ac +2 - saving throws +2 - spell attack +2 - 2d8+4 - 1d6 - Ball Bearings - G - 0.002 - As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. - Blood Spear - M - 1 - uncommon (requires attunement) - 3 - Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. - When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - 1 - Source: Player's Handbook p. 151 - Proficiency: simple, spear - Source: Curse of Strahd, p. 221 - 1d6 - 1d8 - P - T,V - 20/60 - Barrel - G - 70 - A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. - Bookmark - M - 1 - legendary (requires attunement) - 1 - This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties: - - • Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. - - • Turn the dagger into a compass that, while resting on your palm, points north. - - • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. - - • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - 2 - Source: Player's Handbook p. 153 - Proficiency: simple, dagger - Source: Tomb of Annihilation, p. 206 - weapon attacks +3 - weapon damage +3 - 1d4 - - P - F,L,T - 20/60 - Basket - G - 2 - A basket holds 2 cubic feet or 40 pounds of gear. - - 0.4 - Source: Player's Handbook p. 153 - - - Bedroll - G - 7 - - - 1 - Source: Player's Handbook p. 150 - - - Bell - G - - - - 1 - Source: Player's Handbook p. 150 - - - Bit and Bridle - G - - - - 2 - Source: Player's Handbook, p. 157 - - - Blanket - G - 3 - - - 0.5 - Source: Player's Handbook p. 150 - - - Block and Tackle - G - 5 - A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. - - 1 - Source: Player's Handbook p. 151 - - - Book - G - 5 - A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). - - 25 - Source: Player's Handbook p. 151 - - - Brewer's Supplies - G - 9 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work. - Components: Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. - History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element. - Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain. - Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood. - Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest. - - 20 - Source: Player's Handbook p. 154 - - - Bucket - G - 2 - A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids. - - 0.05 - Source: Player's Handbook p. 153 - - - Bullseye Lantern - G - 2 - A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. - - 10 - Source: Player's Handbook p. 152 - - - Burglar's Pack - G - 44.5 - Includes: - • a backpack - • a bag of 1,000 ball bearings - • 10 feet of string - • a bell - • 5 candles - • a crowbar - • a hammer - • 10 pitons - • a hooded lantern - • 2 flasks of oil - • 5 days rations - • a tinderbox - • a waterskin - • 50 feet of hempen rope - - 16 - Source: Player's Handbook p. 151 - - - Calligrapher's Supplies - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. - Components: Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. - Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature. - History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. - Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts. - - 10 - Source: Player's Handbook p. 154 - - - Caltrops - G - 0.1 - As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. - - 0.05 - Source: Player's Handbook p. 151 - - - Camel - G - - - - 50 - Source: Player's Handbook, p. 157 - - - Candle - G - - For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - - 0.01 - Source: Player's Handbook p. 151 - - - Carpenter's Tools - G - 6 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. - Components: Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. - History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects. - Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery. - Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages. - Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on. - Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5. - Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled. - - 8 - Source: Player's Handbook p. 154 - - - Carriage - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 100 - Source: Player's Handbook, p. 157 - - - Cart - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 15 - Source: Player's Handbook, p. 157 - - - Cartographer's Tools - G - 6 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. - Components: Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. - Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. - Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. - Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. - Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity. - - - 15 - Source: Player's Handbook p. 154 - - - Chain (10 feet) - G - 10 - A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. - - 5 - Source: Player's Handbook p. 151 - - - Chain Barding - G - 110 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Chain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage. - - 200 - Source: Player's Handbook, p. 157 - - - Chalk (1 piece) - G - - - - 0.01 - Source: Player's Handbook p. 150 - - - Chariot - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 250 - Source: Player's Handbook, p. 157 - - - Chest - G - 25 - A chest holds 12 cubic feet or 300 pounds of gear. - - 5 - Source: Player's Handbook p. 153 - - - Climber's Kit - G - 12 - A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. - - 25 - Source: Player's Handbook p. 151 - - - Cobbler's Tools - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. - Components: Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread. - Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. - Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from. - Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion. - Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment. - - - 5 - Source: Player's Handbook p. 154 - - - Common Clothes - G - 3 - - - 0.5 - Source: Player's Handbook p. 150 - - - Component Pouch - G - 2 - A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). - - 25 - Source: Player's Handbook p. 151 - - - Cook's Utensils - G - 8 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. - Components: Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. - History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits. - Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction. - Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals. - Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food. - - 1 - Source: Player's Handbook p. 154 - - - Costume Clothes - G - 4 - - - 5 - Source: Player's Handbook p. 150 - - - Crossbow Bolt Case - G - 1 - This wooden case can hold up to twenty crossbow bolts. - - 1 - Source: Player's Handbook p. 151 - - - Crowbar - G - 5 - Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. - - 2 - Source: Player's Handbook p. 151 - - - Crystal - G - 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, using it in place of any material component which does not list a cost. - - 10 - Source: Player's Handbook p. 151 - - - Dice Set - G - - If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. - Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. - History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. - Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. - Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. - - 0.1 - Source: Player's Handbook p. 154 - - - Diplomat's Pack - G - 36 - Includes: - • a chest - • 2 cases for maps and scrolls - • a set of fine clothes - • a bottle of ink - • an ink pen - • a lamp - • 2 flasks of oil - • 5 sheets of paper - • a vial of perfume - • sealing wax - • soap. - - 39 - Source: Player's Handbook p. 151 - - - Disguise Kit - G - 3 - This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. - The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity. - Components: A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. - Deception: In certain cases, a disguise can improve your ability to weave convincing lies. - Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. - Performance: A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. - Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. - Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. - At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. - - 25 - Source: Player's Handbook p. 154 - - - Donkey - G - - - - 8 - Source: Player's Handbook, p. 157 - - - Draft Horse - G - - - - 50 - Source: Player's Handbook, p. 157 - - - Dragonchess Set - G - 0.5 - If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. - Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. - History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. - Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. - Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. - - 1 - Source: Player's Handbook p. 154 - - - Drum - G - 3 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 6 - Source: Player's Handbook p. 154 - - - Dulcimer - G - 10 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 25 - Source: Player's Handbook p. 154 - - - Dungeoneer's Pack - G - 61.5 - Includes: - • a backpack - • a crowbar - • a hammer - • 10 pitons - • 10 torches - • a tinderbox - • 10 days of rations - • a waterskin - • 50 feet of hempen rope - - 12 - Source: Player's Handbook p. 151 - - - Elephant - G - - - - 200 - Source: Player's Handbook, p. 157 - - - Emblem - G - - A holy symbol is a representation of a god or pantheon - A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - - 5 - Source: Player's Handbook p. 151 - - - Entertainer's Pack - G - 38 - Includes: - • a backpack - • a bedroll - • 2 costumes - • 5 candles - • 5 days of rations - • a waterskin - • a disguise kit. - - 40 - Source: Player's Handbook p. 151 - - - Exotic Saddle - G - - An exotic saddle is required for riding any aquatic or flying mount. - - 60 - Source: Player's Handbook, p. 157 - - - Expenses, Ale, Gallon - G - - - - 0.2 - Source: Player's Handbook, p. 158 - - - Expenses, Ale, Mug - G - - - - 0.04 - Source: Player's Handbook, p. 158 - - - Expenses, Banquet (per person) - G - - - - 10 - Source: Player's Handbook, p. 158 - - - Expenses, Bread, Loaf - G - - - - 0.02 - Source: Player's Handbook, p. 158 - - - Expenses, Cheese, hunk - G - - - - 0.1 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Aristocratic - G - - - - 4 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Comfortable - G - - - - 0.8 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Modest - G - - - - 0.5 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Poor - G - - - - 0.1 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Squalid - G - - - - 0.07 - Source: Player's Handbook, p. 158 - - - Expenses, Inn, per day, Wealthy - G - - - - 2 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Aristocratic - G - - - - 2 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Comfortable - G - - - - 0.5 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Modest - G - - - - 0.3 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Poor - G - - - - 0.06 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Squalid - G - - - - 0.03 - Source: Player's Handbook, p. 158 - - - Expenses, Meals, per day, Wealthy - G - - - - 0.8 - Source: Player's Handbook, p. 158 - - - Expenses, Meat, Chunk - G - - - - 0.3 - Source: Player's Handbook, p. 158 - - - Expenses, Stabling, per day - G - - - - 0.5 - Source: Player's Handbook, p. 157 - - - Expenses, Wine, Common, Pitcher - G - - - - 0.2 - Source: Player's Handbook, p. 158 - - - Expenses, Wine, Fine, Bottle - G - - - - 10 - Source: Player's Handbook, p. 158 - - - Explorer's Pack - G - 59 - Includes: - • a backpack - • a bedroll - • a mess kit - • a tinderbox - • 10 torches - • 10 days of rations - • a waterskin - • 50 feet of hempen rope - - 10 - Source: Player's Handbook p. 151 - - - Feed (1 day) - G - - - - 0.05 - Source: Player's Handbook, p. 157 - - - Fine Clothes - G - 6 - - - 15 - Source: Player's Handbook p. 150 - - - Fishing Tackle - G - 4 - This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. - - 1 - Source: Player's Handbook p. 151 - - - Flask - G - 1 - A flask holds 1 pint of liquid. - - 0.02 - Source: Player's Handbook p. 153 - - - Flute - G - 1 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 2 - Source: Player's Handbook p. 154 - - - Forgery Kit - G - 5 - This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. - A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. - Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal. - Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake. - Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. - History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic. - Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine. - Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map. - Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake. - - 15 - Source: Player's Handbook p. 154 - - - Galley - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 30000 - Source: Player's Handbook, p. 157 - - - Glass Bottle - G - 2 - A bottle holds 1 1/2 pints of liquid. - - 2 - Source: Player's Handbook p. 153 - - - Glassblower's Tools - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects. - Components: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. - Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.) - Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects. - Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled. - - 30 - Source: Player's Handbook p. 154 - - - Grappling Hook - G - 4 - - - 2 - Source: Player's Handbook p. 150 - - - Half Plate Barding - G - 80 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Half plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2). - - 3000 - Source: Player's Handbook, p. 157 - - - Hammer - G - 3 - - - 1 - Source: Player's Handbook p. 150 - - - Healer's Kit - G - 3 - This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - - 5 - Source: Player's Handbook p. 151 - - - Hempen Rope (50 feet) - G - 10 - Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - - 1 - Source: Player's Handbook p. 153 - - - Herbalism Kit - G - 3 - This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. - Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. - Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. - Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. - Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. - Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. - Identify Plants: You can identify most plants with a quick inspection of their appearance and smell. - - 5 - Source: Player's Handbook p. 154 - - - Hide Barding - G - 24 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Hide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2). - - 40 - Source: Player's Handbook, p. 157 - - - Holy Water (flask) - G - 1 - As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. - - 25 - Source: Player's Handbook p. 151 - - - Hooded Lantern - G - 2 - A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - - 5 - Source: Player's Handbook p. 152 - - - Horn - G - 2 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 3 - Source: Player's Handbook p. 154 - - - Hourglass - G - 1 - - - 25 - Source: Player's Handbook p. 150 - - - Hunting Trap - G - 25 - When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. - - 5 - Source: Player's Handbook p. 152 - - - Ink (1 ounce bottle) - G - - - - 10 - Source: Player's Handbook p. 150 - - - Ink Pen - G - - - - 0.02 - Source: Player's Handbook p. 150 - - - Iron Pot - G - 10 - An iron pot holds 1 gallon of liquid. - - 2 - Source: Player's Handbook p. 153 - - - Iron Spikes - G - 0.5 - - - 0.1 - Source: Player's Handbook p. 150 - - - Jeweler's Tools - G - 2 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. - Components: Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers. - Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items. - Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold. - Identify Gems: You can identify gems and determine their value at a glance. - - 25 - Source: Player's Handbook p. 154 - - - Jug - G - 4 - A jug holds 1 gallon of liquid. - - 0.02 - Source: Player's Handbook p. 153 - - - Keelboat - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. - - 3000 - Source: Player's Handbook, p. 157 - - - Ladder (10-foot) - G - 25 - - - 0.1 - Source: Player's Handbook p. 150 - - - Lamp - G - 1 - A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. - - 0.5 - Source: Player's Handbook p. 152 - - - Leather Barding - G - 20 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Leather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. - - 40 - Source: Player's Handbook, p. 157 - - - Leatherworker's Tools - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. - Components: Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. - Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks. - Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. - Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods. - - - 5 - Source: Player's Handbook p. 154 - - - Lifestyle Expenses, Aristocratic, per day - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. - - 10 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Comfortable, per day - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. - - 2 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Modest, per day - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. - - 1 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Poor - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. - - 0.2 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Squalid, per day - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. - - 0.1 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Wealthy, per day - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. - - 4 - Source: Player's Handbook, p. 157 - - - Lifestyle Expenses, Wretched - G - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections. - - Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. - - - Source: Player's Handbook, p. 157 - - - Lock - G - 1 - A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. - - 10 - Source: Player's Handbook p. 152 - - - Longship - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 10000 - Source: Player's Handbook, p. 157 - - - Lute - G - 2 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 35 - Source: Player's Handbook p. 154 - - - Lyre - G - 2 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 30 - Source: Player's Handbook p. 154 - - - Magnifying Glass - G - - This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. - - 100 - Source: Player's Handbook p. 152 - - - Manacles - G - 6 - These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. - - 2 - Source: Player's Handbook p. 152 - - - Map or Scroll Case - G - 1 - This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. - - 1 - Source: Player's Handbook p. 151 - - - Mason's Tools - G - 8 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. - Components: Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. - History: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. - Investigation: You gain additional insight when inspecting areas within stone structures. - Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. - Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. - - 10 - Source: Player's Handbook p. 154 - - - Mastiff - G - - - - 25 - Source: Player's Handbook, p. 157 - - - Merchant's Scale - G - 3 - A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. - - 5 - Source: Player's Handbook p. 153 - - - Mess Kit - G - 1 - This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - - 0.2 - Source: Player's Handbook p. 152 - - - Military Saddle - G - - A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. - - 20 - Source: Player's Handbook, p. 157 - - - Miner's Pick - G - 10 - - - 2 - Source: Player's Handbook p. 150 - - - Monster Hunter's Pack - G - 48.5 - Includes: - • a chest - • a crowbar - • a hammer - • three wooden stakes - • a holy symbol - • a flask of holy water - • a set of manacles - • a steel mirror - • a flask of oil - • a tinderbox - • 3 torches - - 33 - Source: Curse of Strahd, p. 209 - - - Mule - G - - - - 8 - Source: Player's Handbook, p. 157 - - - Navigator's Tools - G - 2 - This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. - Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. - Components: Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. - Survival: Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements. - Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day. - - 25 - Source: Player's Handbook p. 154 - - - Oil (flask) - G - 1 - Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - - 0.1 - Source: Player's Handbook p. 152 - - - Orb - G - 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, using it in place of any material component which does not list a cost. - - 20 - Source: Player's Handbook p. 151 - - - Pack Saddle - G - - - - 5 - Source: Player's Handbook, p. 157 - - - Padded Barding - G - 16 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Padded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage. - - 20 - Source: Player's Handbook, p. 157 - - - Painter's Supplies - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art. - Components: Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. - Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon. - Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight. - Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw. - - 10 - Source: Player's Handbook p. 154 - - - Pan Flute - G - 2 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 12 - Source: Player's Handbook p. 154 - - - Paper (one sheet) - G - - - - 0.2 - Source: Player's Handbook p. 150 - - - Parchment (one sheet) - G - - - - 0.1 - Source: Player's Handbook p. 150 - - - Perfume (vial) - G - - - - 5 - Source: Player's Handbook p. 150 - - - Pitcher - G - 4 - A pitcher holds 1 gallon of liquid. - - 0.02 - Source: Player's Handbook p. 153 - - - Piton - G - 0.25 - - - 0.05 - Source: Player's Handbook p. 150 - - - Plate Barding - G - 130 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Plate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. - - 6000 - Source: Player's Handbook, p. 157 - - - Playing Card Set - G - - If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - - 0.5 - Source: Player's Handbook p. 154 - - - Poison (Assassin's Blood) - G - - A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. - - Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - - 150 - Source: Dungeon Master's Guide p. 257 - 1d12 - - - Poison (Basic) - G - - You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. - - Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - 100 - Source: Player's Handbook p. 153 - 1d4 - - - Poison (Burnt Othur Fumes) - G - - A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. - - 500 - Source: Dungeon Master's Guide p. 257 - 3d6 - 1d6 - - - Poison (Carrion Crawler Mucus) - G - - This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - - 200 - Source: Dungeon Master's Guide p. 257 - - - Poison (Drow Poison) - G - - This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - - Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - 200 - Source: Dungeon Master's Guide p. 257 - - - Poison (Essence of Ether) - G - - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - - Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - - 300 - Source: Dungeon Master's Guide p. 257 - - - Poison (Malice) - G - - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. - - Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - - 250 - Source: Dungeon Master's Guide p. 257 - - - Poison (Midnight Tears) - G - - A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. - - Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. Youu might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - - 1500 - Source: Dungeon Master's Guide p. 257 - 9d6 - - - Poison (Oil of Taggit) - G - - A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. - - Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - - 400 - Source: Dungeon Master's Guide p. 257 - - - Poison (Pale Tincture) - G - - A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. - - Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - - 250 - Source: Dungeon Master's Guide p. 257 - 1d6 - - - Poison (Purple Worm Poison) - G - - This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - 2000 - Source: Dungeon Master's Guide p. 257 - 12d6 - - - Poison (Serpent Venom) - G - - This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - - Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - 200 - Source: Dungeon Master's Guide p. 257 - 3d6 - - - Poison (Torpor) - G - - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. - - Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks. - - Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - - 600 - Source: Dungeon Master's Guide p. 257 - 4d6 - - - Poison (Truth Serum) - G - - A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. - - Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - - 150 - Source: Dungeon Master's Guide p. 257 - - - Poison (Wyvern Poison) - G - - This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - 1200 - Source: Dungeon Master's Guide p. 257 - 7d6 - - - Poisoner's Kit - G - 2 - A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. - A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. - Components: A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. - History: Your training with poisons can help you when you try to recall facts about infamous poisonings. - Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison. - Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient. - Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous. - Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects. - - 50 - Source: Player's Handbook p. 154 - - - Pole (10-foot) - G - 7 - - - 0.05 - Source: Player's Handbook p. 150 - - - Pony - G - - - - 30 - Source: Player's Handbook, p. 157 - - - Portable Ram - G - 35 - You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. - - 4 - Source: Player's Handbook p. 153 - - - Potter's Tools - G - 3 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels. - Components: Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers. - History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin. - Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities. - Reconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose. - - 10 - Source: Player's Handbook p. 154 - - - Pouch - G - 1 - A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear. - - 0.5 - Source: Player's Handbook p. 153 - - - Priest's Pack - G - 24 - Includes: - • a backpack - • a blanket - • 10 candles - • a tinderbox - • an alms box - • 2 blocks of incense - • a censer - • vestments - • 2 days of rations - • a waterskin. - - 19 - Source: Player's Handbook p. 151 - - - Quiver - G - 1 - A quiver can hold up to 20 arrows. - - 1 - Source: Player's Handbook p. 153 - - - Rations (1 day) - G - 2 - Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - - 0.5 - Source: Player's Handbook p. 153 - - - Reliquary - G - 2 - A holy symbol is a representation of a god or pantheon - A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - - 5 - Source: Player's Handbook p. 151 - - - Riding Horse - G - - - - 75 - Source: Player's Handbook, p. 157 - - - Riding Saddle - G - - - - 10 - Source: Player's Handbook, p. 157 - - - Ring Barding - G - 80 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Ring barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage. - - 120 - Source: Player's Handbook, p. 157 - - - Robes - G - 4 - - - 1 - Source: Player's Handbook p. 150 - - - Rod - G - 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, using it in place of any material component which does not list a cost. - - 10 - Source: Player's Handbook p. 151 - - - Rowboat - G - 100 - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. - - 50 - Source: Player's Handbook, p. 157 - - - Sack - G - 0.5 - A sack can hold up to 1 cubic foot or 30 pounds of gear. - - 0.01 - Source: Player's Handbook p. 153 - - - Saddlebags - G - - - - 4 - Source: Player's Handbook, p. 157 - - - Sailing Ship - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 10000 - Source: Player's Handbook, p. 157 - - - Scale Barding - G - 90 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Scale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage. - - 200 - Source: Player's Handbook, p. 157 - - - Scholar's Pack - G - 10 - Includes: - • a backpack - • a book of lore - • a bottle of ink - • an ink pen - • 10 sheets of parchment - • a little bag of sand - • a small knife. - - 40 - Source: Player's Handbook p. 151 - - - Sealing Wax - G - - - - 0.5 - Source: Player's Handbook p. 150 - - - Services, Coach Cab, between towns, per mile - G - - - - 0.03 - Source: Player's Handbook, p. 159 - - - Services, Coach Cab, within city, per mile - G - - - - 0.01 - Source: Player's Handbook, p. 159 - - - Services, Hireling, Skilled, per day - G - - Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay - - 2 - Source: Player's Handbook, p. 159 - - - Services, Hireling, Untrained, per day - G - - Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. - - 0.2 - Source: Player's Handbook, p. 159 - - - Services, Messenger, per mile - G - - - - 0.02 - Source: Player's Handbook, p. 159 - - - Services, Road or Gate Toll - G - - - - 0.01 - Source: Player's Handbook, p. 159 - - - Services, Ship's Passage, per mile - G - - - - 0.1 - Source: Player's Handbook, p. 159 - - - Sham - G - 1 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 2 - Source: Player's Handbook p. 154 - - - Shovel - G - 5 - - - 2 - Source: Player's Handbook p. 150 - - - Signal Whistle - G - - - - 0.05 - Source: Player's Handbook p. 150 - - - Signet Ring - G - - - - 5 - Source: Player's Handbook p. 150 - - - Silk Rope (50 feet) - G - 5 - Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - - 10 - Source: Player's Handbook p. 153 - - - Sled - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - - 20 - Source: Player's Handbook, p. 157 - - - Sledge Hammer - G - 10 - - - 2 - Source: Player's Handbook p. 150 - - - Smith's Tools - G - 8 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. - Components: Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone. - Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons. - Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. - Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. - - - 20 - Source: Player's Handbook p. 154 - - - Soap - G - - - - 0.02 - Source: Player's Handbook p. 150 - - - Spellbook - G - 3 - Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - - 50 - Source: Player's Handbook p. 153 - - - Splint Barding - G - 120 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Splint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage. - - 800 - Source: Player's Handbook, p. 157 - - - Sprig of Mistletoe - G - - A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. - - 1 - Source: Player's Handbook p. 151 - - - Spyglass - G - 1 - Objects viewed through a spyglass are magnified to twice their size. - - 1000 - Source: Player's Handbook p. 153 - - - Staff - G - 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, using it in place of any material component which does not list a cost. - - 5 - Source: Player's Handbook p. 151 - - - Steel Mirror - G - 0.5 - - - 5 - Source: Player's Handbook p. 150 - - - Studded Leather Barding - G - 26 - Barding is armor designed to protect an animal's head, neck, chest, and body. - Studded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier. - - 180 - Source: Player's Handbook, p. 157 - - - Tankard - G - - A tankard holds 1 pint of liquid. - - 0.02 - Source: Player's Handbook p. 153 - - - Thieves' Tools - G - 1 - This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. - Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. - Components: Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. - History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. - Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. - Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. - - - 25 - Source: Player's Handbook p. 154 - - - Three-Dragon Ante Set - G - - If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. - Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. - History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. - Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. - Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. - - 1 - Source: Player's Handbook p. 154 - - - Tinderbox - G - 1 - This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. - - 0.5 - Source: Player's Handbook p. 153 - - - Tinker's Tools - G - 10 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. - Components: Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. - History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. - Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. - Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. - - 50 - Source: Player's Handbook p. 154 - - - Tome of Strahd - G - 5 - The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact. - - Source: Curse of Strahd, p. 221 - - - Torch - G - 1 - A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - - 0.01 - Source: Player's Handbook p. 153 - - - Totem - G - - A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. - - 1 - Source: Player's Handbook p. 151 - - - Trade Goods, Canvas, sq. yards - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.1 - Source: Player's Handbook, p. 157 - - - Trade Goods, Cattle - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 10 - Source: Player's Handbook, p. 157 - - - Trade Goods, Chickens - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.02 - Source: Player's Handbook, p. 157 - - - Trade Goods, Cinnamon - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 2 - Source: Player's Handbook, p. 157 - - - Trade Goods, Cloves - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 3 - Source: Player's Handbook, p. 157 - - - Trade Goods, Copper - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.5 - Source: Player's Handbook, p. 157 - - - Trade Goods, Cotton Cloth, sq. yards - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.5 - Source: Player's Handbook, p. 157 - - - Trade Goods, Flour - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.02 - Source: Player's Handbook, p. 157 - - - Trade Goods, Ginger - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 1 - Source: Player's Handbook, p. 157 - - - Trade Goods, Goats - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 1 - Source: Player's Handbook, p. 157 - - - Trade Goods, Gold - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 50 - Source: Player's Handbook, p. 157 - - - Trade Goods, Iron - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.1 - Source: Player's Handbook, p. 157 - - - Trade Goods, Linen, sq. yards - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 5 - Source: Player's Handbook, p. 157 - - - Trade Goods, Oxen - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 15 - Source: Player's Handbook, p. 157 - - - Trade Goods, Pepper - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 2 - Source: Player's Handbook, p. 157 - - - Trade Goods, Pigs - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 3 - Source: Player's Handbook, p. 157 - - - Trade Goods, Platinum - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 500 - Source: Player's Handbook, p. 157 - - - Trade Goods, Saffron - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 15 - Source: Player's Handbook, p. 157 - - - Trade Goods, Salt - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.05 - Source: Player's Handbook, p. 157 - - - Trade Goods, Sheep - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 2 - Source: Player's Handbook, p. 157 - - - Trade Goods, Silk, sq. yards - G - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 10 - Source: Player's Handbook, p. 157 - - - Trade Goods, Silver - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 5 - Source: Player's Handbook, p. 157 - - - Trade Goods, Wheat - G - 1 - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. - - 0.01 - Source: Player's Handbook, p. 157 - - - Traveler's Clothes - G - 4 - - - 2 - Source: Player's Handbook p. 150 - - - Two-Person Tent - G - 20 - A simple and portable canvas shelter, a tent sleeps two. - - 2 - Source: Player's Handbook p. 153 - - - Vial - G - - A vial can hold up to 4 ounces of liquid. - - 1 - Source: Player's Handbook p. 153 - - - Viol - G - 1 - If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. - A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. - Each type of musical instrument requires a separate proficiency. - Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. - History: Your expertise aids you in recalling lore related to your instrument. - Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act. - Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. - - 30 - Source: Player's Handbook p. 154 - - - Wagon - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 35 - Source: Player's Handbook, p. 157 - - - Wand - G - 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, using it in place of any material component which does not list a cost. - - 10 - Source: Player's Handbook p. 151 - - - Warhorse - G - - - - 400 - Source: Player's Handbook, p. 157 - - - Warship - G - - If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - 25000 - Source: Player's Handbook, p. 157 - - - Waterskin - G - 5 - A waterskin can hold up to 4 pints of liquid. - - 0.2 - Source: Player's Handbook p. 153 - - - Weaver's Tools - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Weaver’s tools allow you to create cloth and tailor it into articles of clothing. - Components: Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport. - Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes. - Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items. - Repair: As part of a short rest, you can repair a single damaged cloth object. - Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest. - - 1 - Source: Player's Handbook p. 154 - - - Whetstone - G - 1 - - - 0.01 - Source: Player's Handbook p. 150 - - - Woodcarver's Tools - G - 5 - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. - Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw. - Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows. - Nature: Your knowledge of wooden objects gives you some added insight when you examine trees. - Repair: As part of a short rest, you can repair a single damaged wooden object. - Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them. - - - 1 - Source: Player's Handbook p. 154 - - - Wooden Staff - G - 4 - A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. - - 5 - Source: Player's Handbook p. 151 - - - Yew Wand - G - 1 - A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost. - - 10 - Source: Player's Handbook p. 151 - - - Adamantine Chain Mail - HA - 1 - uncommon - 55 - 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. - - Source: Dungeon Master's Guide p. 150 - 16 - 13 - 1 - - - Adamantine Plate Armor - HA - 1 - uncommon - 65 - 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. - - Source: Dungeon Master's Guide p. 150 - 18 - 15 - 1 - - - Adamantine Ring Mail - HA - 1 - uncommon - 40 - 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. - - Source: Dungeon Master's Guide p. 150 - 14 - - 1 - - - Adamantine Splint Armor - HA - 1 - uncommon - 60 - 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. - - Source: Dungeon Master's Guide p. 150 - 17 - 15 - 1 - - - Armor of Invulnerability - HA - 1 - legendary (requires attunement) - 65 - You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Armor of Vulnerability (Bludgeoning) - HA - 1 - rare, cursed (requires attunement) - 65 - While wearing this armor, you have resistance to bludgeoning damage. - - Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Armor of Vulnerability (Piercing) - HA - 1 - rare, cursed (requires attunement) - 65 - While wearing this armor, you have resistance to piercing damage. - - Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Armor of Vulnerability (Slashing) - HA - 1 - rare, cursed (requires attunement) - 65 - While wearing this armor, you have resistance to slashing damage. - - Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Cast-Off Chain Mail - HA - 1 - common - 55 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 16 - 13 - 1 - - - Cast-Off Plate Armor - HA - 1 - common - 65 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - - - Cast-Off Ring Mail - HA - 1 - common - 40 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - - - Cast-Off Splint Armor - HA - 1 - common - 60 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 17 - 15 - 1 - - - Chain Mail - HA - 55 - 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. - - 75 - Source: Player's Handbook p. 145 - 16 - 13 - 1 - - - Chain Mail +1 - HA - 1 - rare - 55 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 16 - 13 - 1 - - - Chain Mail +2 - HA - 1 - very rare - 55 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 16 - 13 - 1 - - - Chain Mail +3 - HA - 1 - legendary - 55 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 16 - 13 - 1 - - - Chain Mail of Acid Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Cold Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Fire Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Force Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Gleaming - HA - 1 - common - 55 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 17 - 13 - 1 - - - Chain Mail of Lightning Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Necrotic Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Poison Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Psychic Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Radiant Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Chain Mail of Thunder Resistance - HA - 1 - rare (requires attunement) - 55 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 16 - 13 - 1 - - - Demon Armor - HA - 1 - very rare, cursed (requires attunement) - 65 - While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - - Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 18 - 15 - 1 - - - Dwarven Plate - HA - 1 - very rare - 65 - While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - - Source: Dungeon Master's Guide p. 167 - ac +2 - 18 - 15 - 1 - - - Efreeti Chain - HA - 1 - legendary (requires attunement) - 55 - While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. - - Source: Dungeon Master's Guide p. 167 - ac +3 - 16 - 13 - 1 - - - Mariner's Chain Mail - HA - 1 - uncommon - 55 - 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. - - Source: Dungeon Master's Guide p. 181 - 16 - 13 - 1 - - - Mariner's Plate Armor - HA - 1 - uncommon - 65 - 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. - - Source: Dungeon Master's Guide p. 181 - 18 - 15 - 1 - - - Mariner's Ring Mail - HA - 1 - uncommon - 40 - 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. - - Source: Dungeon Master's Guide p. 181 - 14 - - 1 - - - Mariner's Splint Armor - HA - 1 - uncommon - 60 - 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. - - Source: Dungeon Master's Guide p. 181 - 17 - 15 - 1 - - - Mind Carapace Chain Mail - HA - 1 - uncommon (requires attunement by a specific individual) - 55 - 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. - - Source: Volo's Guide to Monsters, p. 81 - 17 - 13 - 1 - - - Mind Carapace Plate Armor - HA - 1 - uncommon (requires attunement by a specific individual) - 65 - 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. - - Source: Volo's Guide to Monsters, p. 81 - 19 - 15 - 1 - - - Mind Carapace Ring Mail - HA - 1 - uncommon (requires attunement by a specific individual) - 40 - 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. - - Source: Volo's Guide to Monsters, p. 81 - 15 - - 1 - - - Mind Carapace Splint Armor - HA - 1 - uncommon (requires attunement by a specific individual) - 60 - 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. - - Source: Volo's Guide to Monsters, p. 81 - 18 - 15 - 1 - - - Mithral Chain Mail - HA - 1 - uncommon - 55 - 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: Dungeon Master's Guide p. 182 - 16 - - - - - Mithral Plate Armor - HA - 1 - uncommon - 65 - 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: Dungeon Master's Guide p. 182 - 18 - - - - - Mithral Ring Mail - HA - 1 - uncommon - 40 - 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: Dungeon Master's Guide p. 182 - 14 - - - - - Mithral Splint Armor - HA - 1 - uncommon - 60 - 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: Dungeon Master's Guide p. 182 - 17 - - - - - Plate Armor - HA - 65 - 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. - - 1500 - Source: Player's Handbook p. 145 - 18 - 15 - YES - - - Plate Armor +1 - HA - 1 - rare - 65 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 18 - 15 - 1 - - - Plate Armor +2 - HA - 1 - very rare - 65 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 18 - 15 - 1 - - - Plate Armor +3 - HA - 1 - legendary - 65 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 18 - 15 - 1 - - - Plate Armor of Acid Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Cold Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Etherealness - HA - 1 - legendary (requires attunement) - 65 - While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 185 - 18 - 15 - 1 - - - Plate Armor of Fire Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Force Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Gleaming - HA - 1 - common - 65 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 19 - 15 - 1 - - - Plate Armor of Lightning Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Necrotic Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Poison Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Psychic Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Radiant Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Plate Armor of Thunder Resistance - HA - 1 - rare (requires attunement) - 65 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 18 - 15 - 1 - - - Ring Mail - HA - 40 - 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. - - 30 - Source: Player's Handbook p. 145 - 14 - - YES - - - Ring Mail +1 - HA - 1 - rare - 40 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 14 - - 1 - - - Ring Mail +2 - HA - 1 - very rare - 40 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 14 - - 1 - - - Ring Mail +3 - HA - 1 - legendary - 40 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 14 - - 1 - - - Ring Mail of Acid Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Cold Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Fire Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Force Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Gleaming - HA - 1 - common - 40 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - - - Ring Mail of Lightning Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Necrotic Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Poison Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Psychic Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Radiant Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Ring Mail of Thunder Resistance - HA - 1 - rare (requires attunement) - 40 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scorpion Armor - HA - 1 - rare, cursed (requires attunement) - 65 - This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: - - • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. - - • The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. - - • The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). - - Curse: - This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse. - - Proficiency: heavy, plate - Source: Tomb of Annihilation, p. 208 - initiative +5 - 18 - 15 - - 10d10+45 - - - Smoldering Chain Mail - HA - 1 - common - 55 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 17 - 13 - 1 - - - Smoldering Plate Armor - HA - 1 - common - 65 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 19 - 15 - 1 - - - Smoldering Ring Mail - HA - 1 - common - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - 1 - - - Smoldering Splint Armor - HA - 1 - common - 60 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 18 - 15 - 1 - - - Splint Armor - HA - 60 - 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. - - 200 - Source: Player's Handbook p. 145 - 17 - 15 - YES - - - Splint Armor +1 - HA - 1 - rare - 60 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 17 - 15 - 1 - - - Splint Armor +2 - HA - 1 - very rare - 60 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 17 - 15 - 1 - - - Splint Armor +3 - HA - 1 - legendary - 60 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 17 - 15 - 1 - - - Splint Armor of Acid Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Cold Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Fire Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Force Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Gleaming - HA - 1 - common - 60 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 18 - 15 - 1 - - - Splint Armor of Lightning Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Necrotic Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Poison Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Psychic Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Radiant Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Splint Armor of Thunder Resistance - HA - 1 - rare (requires attunement) - 60 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 17 - 15 - 1 - - - Cast-Off Leather Armor - LA - 1 - common - 10 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 11 - - - - - Cast-Off Padded Armor - LA - 1 - common - 8 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 11 - - 1 - - - Cast-Off Studded Leather Armor - LA - 1 - common - 13 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - - - Glamoured Studded Leather - LA - 1 - rare - 12 - While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. - - Source: Dungeon Master's Guide p. 172 - ac +1 - 12 - - - - - Leather Armor - LA - 10 - 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. - - 10 - Source: Player's Handbook p. 144 - 11 - - - - - Leather Armor +1 - LA - 1 - rare - 10 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 11 - - - - - Leather Armor +2 - LA - 1 - very rare - 10 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 11 - - - - - Leather Armor +3 - LA - 1 - legendary - 10 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 11 - - - - - Leather Armor of Acid Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Cold Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Fire Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Force Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Lightning Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Necrotic Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Poison Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Psychic Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Radiant Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Leather Armor of Thunder Resistance - LA - 1 - rare (requires attunement) - 10 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - - - - Mariner's Leather Armor - LA - 1 - uncommon - 10 - 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. - - Source: Dungeon Master's Guide p. 181 - 11 - - - - - Mariner's Padded Armor - LA - 1 - uncommon - 8 - 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. - - Source: Dungeon Master's Guide p. 181 - 11 - - 1 - - - Mariner's Studded Leather Armor - LA - 1 - uncommon - 13 - 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. - - Source: Dungeon Master's Guide p. 181 - 12 - - - - - Padded Armor - LA - 8 - Padded armor consists of quilted layers of cloth and batting. - - 5 - Source: Player's Handbook p. 144 - 11 - - YES - - - Padded Armor +1 - LA - 1 - rare - 8 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 11 - - 1 - - - Padded Armor +2 - LA - 1 - very rare - 8 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 11 - - 1 - - - Padded Armor +3 - LA - 1 - legendary - 8 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 11 - - 1 - - - Padded Armor of Acid Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Cold Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Fire Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Force Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Lightning Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Necrotic Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Poison Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Psychic Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Radiant Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Padded Armor of Thunder Resistance - LA - 1 - rare (requires attunement) - 8 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 11 - - 1 - - - Smoldering Leather Armor - LA - 1 - common - 10 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 11 - - - - - Smoldering Padded Armor - LA - 1 - common - 8 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 11 - - 1 - - - Smoldering Studded Leather Armor - LA - 1 - common - 13 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 12 - - - - - Studded Leather Armor - LA - 13 - Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. - - 45 - Source: Player's Handbook p. 144 - 12 - - - - - Studded Leather Armor +1 - LA - 1 - rare - 13 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 12 - - - - - Studded Leather Armor +2 - LA - 1 - very rare - 13 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 12 - - - - - Studded Leather Armor +3 - LA - 1 - legendary - 13 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 12 - - - - - Studded Leather Armor of Acid Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Cold Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Fire Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Force Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Lightning Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Necrotic Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Poison Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Psychic Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Radiant Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Studded Leather Armor of Thunder Resistance - LA - 1 - rare (requires attunement) - 13 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Axe of the Dwarvish Lords - M - 1 - artifact, cursed (requires attunement) - 4 - Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. - Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. - Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. - Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. - - Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. - - Random Properties: The axe has the following randomly determined properties: - • 2 minor beneficial properties - • 1 major beneficial property - • 2 minor detrimental properties - - Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: - - • You have immunity to poison damage. - - • The range of your darkvision increases by 60 feet. - - • You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. - - Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. - - Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed. - - Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. - - Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 221 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V,T - 20/60 - - - Azuredge + 1 + artifact, cursed (requires attunement) + 4 + Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. + Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. + Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. + Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. + + Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. + + Random Properties: The axe has the following randomly determined properties: + • 2 minor beneficial properties + • 1 major beneficial property + • 2 minor detrimental properties + + Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: + + • You have immunity to poison damage. + + • The range of your darkvision increases by 60 feet. + + • You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. + + Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. + + Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed. + + Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. + + Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 221 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V,T + 20/60 + + + Battleaxe M - 1 - legendary (requires attunement) - 4 - Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. - Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence. - - Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force. - - When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target. - - Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. - - Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. - - Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. - The weapon communicates telepathically with its wielder and can speak, read and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it. - - Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. - If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time. - - Proficiency: martial, battleaxe - Source: Waterdeep - Dragon Heist p. 189 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V,T - 60/180 - - - Battleaxe - M - 4 - - - Proficiency: martial, battleaxe - 10 - Source: Player's Handbook p. 149 - 1d8 - 1d10 - S - M,V - - - - Battleaxe +1 - M - 1 - uncommon - 4 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Battleaxe +2 - M - 1 - rare - 4 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Battleaxe +3 - M - 1 - very rare - 4 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Battleaxe of Warning - M - 1 - uncommon (requires attunement) - 4 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - 1d8 - 1d10 - S - M,V - - - - Berserker Battleaxe - M - 1 - rare, cursed (requires attunement) - 4 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 155 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Berserker Greataxe - M - 1 - rare, cursed (requires attunement) - 7 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 155 - melee attacks +1 - melee damage +1 - 1d12 - - S - M,H,2H - - - - Berserker Handaxe - M - 1 - rare, cursed (requires attunement) - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 155 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Blackrazor - M - 1 - artifact (requires attunement by a creature of non-lawful alignment) - 6 - Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. - You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. - - Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. - When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll. saving throws, and ability checks. - If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. - - Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. - Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. - - Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. - The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. - - Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. - The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. - Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. - Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 216 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - - - Blackstaff - ST - 1 - legendary (requires attunement by the Blackstaff heir, who must be a wizard) - 4 - The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below). - The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master’s Guide) in addition to the following properties. - - Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken. - - Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. - - Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. - - Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. - - Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. - - Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. - In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach. - - Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.) - Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. - Proficiency: simple, quarterstaff - Source: Waterdeep - Dragon Heist p. 190 - ac +2 - saving throws +2 - spell attack +2 - 2d8+4 - 1d6 - - - Blood Spear - M - 1 - uncommon (requires attunement) - 3 - Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. - When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Curse of Strahd, p. 221 - 1d6 - 1d8 - P - T,V - 20/60 - - - Bookmark - M - 1 - legendary (requires attunement) - 1 - This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties: - - • Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. - - • Turn the dagger into a compass that, while resting on your palm, points north. - - • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. - - • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Tomb of Annihilation, p. 206 - weapon attacks +3 - weapon damage +3 - 1d4 - - P - F,L,T - 20/60 - - - Club - M - 2 - - - Proficiency: simple, club - 0.1 - Source: Player's Handbook p. 149 - 1d4 - - B - L - - - - Club +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d4 - - B - L - - - - Club +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d4 - - B - L - - - - Club +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d4 - - B - L - - - - Club of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - 1d4 - - B - L - - - - Dagger - M - 1 - - - Proficiency: simple, dagger - 2 - Source: Player's Handbook p. 149 - 1d4 - - P - F,L,T - 20/60 - - - Dagger +1 - M - 1 - uncommon - 1 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - - - Dagger +2 - M - 1 - rare - 1 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d4 - - P - F,L,T - 20/60 - - - Dagger +3 - M - 1 - very rare - 1 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d4 - - P - F,L,T - 20/60 - - - Dagger of Venom - M - 1 - rare - 1 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 161 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - 2d10 - - - Dagger of Warning - M - 1 - uncommon (requires attunement) - 1 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - 1d4 - - P - F,L,T - 20/60 - - - Dancing Greatsword - M - 1 - very rare (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 161 - 2d6 - - S - M,H,2H - - - - Dancing Longsword - M - 1 - very rare (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 161 - 1d8 - 1d10 - S - M,V - - - - Dancing Rapier - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 161 - 1d8 - - P - M,F - - - - Dancing Scimitar - M - 1 - very rare (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 161 - 1d6 - - S - M,F,L - - - - Dancing Shortsword - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 161 - 1d6 - - P - M,F,L - - - - Dawnbringer - M - 1 - legendary (requires attunement by a creature of non-evil alignment) - 3 - Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn. - Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it. - Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. - Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword, shortsword - Source: Out of the Abyss, p. 222 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V, F - - - - Defender Greatsword - M - 1 - legendary (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 164 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - - - Defender Longsword - M - 1 - legendary (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 164 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Defender Rapier - M - 1 - legendary (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 164 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Defender Scimitar - M - 1 - legendary (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 164 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Defender Shortsword - M - 1 - legendary (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 164 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Dragonstaff of Ahghairon - ST - 1 - legendary (requires attunement) - 4 - While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). - A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. - The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. - - Proficiency: simple, quarterstaff - Source: Waterdeep - Dragon Heist p. 191 - 2d8+4 - 1d6 - - - Dragon Slayer Greatsword - M - 1 - rare - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 166 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - 3d6 - - - Dragon Slayer Longsword - M - 1 - rare - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 166 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 3d6 - - - Dragon Slayer Rapier - M - 1 - rare - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 166 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 3d6 - - - Dragon Slayer Scimitar - M - 1 - rare - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 166 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 3d6 - - - Dragon Slayer Shortsword - M - 1 - rare - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 166 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - 3d6 - - - Dragontooth Dagger - M - 1 - rare - 1 - A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. - You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. - Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: The Rise of Tiamat p. 94 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - 1d6 - - - Drown - M - 1 - legendary (requires attunement) - 4 - A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. - You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. - Water Mastery: You gain the following benefits while you hold Drown: - • You can speak Aquan fluently. - • You have resistance to cold damage. - • You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn. - Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn. - Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Princes of the Apocalypse p. 224 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - M,T,V - 20/60 - 1d8 - - - Dwarven Thrower - M - 1 - very rare (requires attunement by a Dwarf) - 2 - You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 167 - weapon attacks +1 - weapon damage +1 - 1d8 - 1d10 - B - M,T,V - 20/60 - 1d8 - 2d8 - - - Flail - M - 2 - - - Proficiency: martial, flail - 10 - Source: Player's Handbook p. 149 - 1d8 - - B - M, - - - - Flail +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - - B - M, - - - - Flail +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - - B - M, - - - - Flail +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - - B - M, - - - - Flail of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - 1d8 - - B - M, - - - - Flame Tongue Greatsword - M - 1 - rare (requires attunement) - 6 - You can use a bonus action to speak this magic sword' 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 170 - 2d6 - - S - M,H,2H - - 2d6 - - - Flame Tongue Longsword - M - 1 - rare (requires attunement) - 3 - You can use a bonus action to speak this magic sword' 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 170 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Flame Tongue Rapier - M - 1 - rare (requires attunement) - 2 - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 170 - 1d8 - - P - M,F - - 2d6 - - - Flame Tongue Scimitar - M - 1 - rare (requires attunement) - 3 - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 170 - 1d6 - - S - M,F,L - - 2d6 - - - Flame Tongue Shortsword - M - 1 - rare (requires attunement) - 2 - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 170 - 1d6 - - P - M,F,L - - 2d6 - - - Frost Brand Greatsword - M - 1 - very rare (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 171 - 2d6 - - S - M,H,2H - - 1d6 - - - Frost Brand Longsword - M - 1 - very rare (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 171 - 1d8 - 1d10 - S - M,V - - 1d6 - - - Frost Brand Rapier - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 171 - 1d8 - - P - M,F - - 1d6 - - - Frost Brand Scimitar - M - 1 - very rare (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 171 - 1d6 - - S - M,F,L - - 1d6 - - - Frost Brand Shortsword - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 171 - 1d6 - - P - M,F,L - - 1d6 - - - Giant Slayer Battleaxe - M - 1 - rare - 4 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Giant Slayer Greataxe - M - 1 - rare - 7 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 1d12 - - S - M,H,2H - - 2d6 - - - Giant Slayer Greatsword - M - 1 - rare - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - 2d6 - - - Giant Slayer Handaxe - M - 1 - rare - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 172 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Giant Slayer Longsword - M - 1 - rare - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Giant Slayer Rapier - M - 1 - rare - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 2d6 - - - Giant Slayer Scimitar - M - 1 - rare - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 172 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 2d6 - - - Giant Slayer Shortsword - M - 1 - rare - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 172 - 1d6 - - P - M,F,L - - 2d6 - - - Glaive - M - 6 - - - Proficiency: martial, glaive - 20 - Source: Player's Handbook p. 149 - 1d10 - - S - M,H,R,2H - - - - Glaive +1 - M - 1 - uncommon - 6 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, glaive - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d10 - - S - M,H,R,2H - - - - Glaive +2 - M - 1 - rare - 6 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, glaive - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d10 - - S - M,H,R,2H - - - - Glaive +3 - M - 1 - very rare - 6 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, glaive - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d10 - - S - M,H,R,2H - - - - Glaive of Warning - M - 1 - uncommon (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, glaive - Source: Dungeon Master's Guide p. 213 - 1d10 - - S - M,H,R,2H - - - - Greataxe - M - 7 - - - Proficiency: martial, greataxe - 30 - Source: Player's Handbook p. 149 - 1d12 - - S - M,H,2H - - - - Greataxe +1 - M - 1 - uncommon - 7 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d12 - - S - M,H,2H - - - - Greataxe +2 - M - 1 - rare - 7 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d12 - - S - M,H,2H - - - - Greataxe +3 - M - 1 - very rare - 7 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d12 - - S - M,H,2H - - - - Greataxe of Warning - M - 1 - uncommon (requires attunement) - 7 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 213 - 1d12 - - S - M,H,2H - - - - Greatclub - M - 10 - - - Proficiency: simple, greatclub - 0.2 - Source: Player's Handbook p. 149 - 1d8 - - B - 2H - - - - Greatclub +1 - M - 1 - uncommon - 10 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, greatclub - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - - B - 2H - - - - Greatclub +2 - M - 1 - rare - 10 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, greatclub - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - - B - 2H - - - - Greatclub +3 - M - 1 - very rare - 10 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, greatclub - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - - B - 2H - - - - Greatclub of Warning - M - 1 - uncommon (requires attunement) - 10 - 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. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, greatclub - Source: Dungeon Master's Guide p. 213 - 1d8 - - B - 2H - - - - Greater Silver Sword - M - 1 - legendary (requires attunement by a creature that has psionic ability) - 6 - This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Mordenkainen's Tome of Foes, p. 89 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - - - Greatsword - M - 6 - - - Proficiency: martial, greatsword - 50 - Source: Player's Handbook p. 149 - 2d6 - - S - M,H,2H - - - - Greatsword +1 - M - 1 - uncommon - 6 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - - - Greatsword +2 - M - 1 - rare - 6 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 2d6 - - S - M,H,2H - - - - Greatsword +3 - M - 1 - very rare - 6 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - - - Greatsword of Life Stealing - M - 1 - rare (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 206 - 2d6 - - S - M,H,2H - - - - Greatsword of Sharpness - M - 1 - very rare (requires attunement) - 6 - 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. - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 206 - 2d6 - - S - M,H,2H - - - - Greatsword of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 206 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - - - Greatsword of Warning - M - 1 - uncommon (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 213 - 2d6 - - S - M,H,2H - - - - Greatsword of Wounding - M - 1 - rare (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 207 - 2d6 - - S - M,H,2H - - 1d4 - - - Gurt's Greataxe - M - 1 - legendary (requires attunement) - 325 - In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. - You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Storm King's Thunder, p. 236 - melee attacks +1 - melee damage +1 - 3d12 - - S - M,H,2H - - 2d12 - - - Halberd - M - 6 - - - Proficiency: martial, halberd - 20 - Source: Player's Handbook p. 149 - 1d10 - - S - M,H,R,2H - - - - Halberd +1 - M - 1 - uncommon - 6 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, halberd - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d10 - - S - M,H,R,2H - - - - Halberd +2 - M - 1 - rare - 6 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, halberd - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d10 - - S - M,H,R,2H - - - - Halberd +3 - M - 1 - very rare - 6 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, halberd - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d10 - - S - M,H,R,2H - - - - Halberd of Warning - M - 1 - uncommon (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, halberd - Source: Dungeon Master's Guide p. 213 - 1d10 - - S - M,H,R,2H - - - - Hammer of Thunderbolts - M - 1 - legendary - 10 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Giant's Bane (requires attunement): - You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 173 - melee attacks +1 - melee damage +1 - 2d6 - 2d6 - B - M,H,2H - - 1d4+1 - - - Handaxe - M - 2 - - - Proficiency: simple, handaxe - 5 - Source: Player's Handbook p. 149 - 1d6 - - S - L,T - 20/60 - - - Handaxe +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Handaxe +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d6 - - S - L,T - 20/60 - - - Handaxe +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d6 - - S - L,T - 20/60 - - - Handaxe of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - 1d6 - - S - L,T - 20/60 - - - Hazirawn - M - 1 - legendary (requires attunement) - 6 - A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. - - Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6) - - Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. - - Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Hoard of the Dragon Queen p. 94 - melee attacks +2 - melee damage +2 - 2d6 - - S - M,H, 2H - - 1d6 - 2d6 - 1d4 - - - Hew - M - 1 - unique - 4 - Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Lost Mines of Phandelver, p. 33 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Holy Avenger Greatsword - M - 1 - legendary (requires attunement by a Paladin) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 174 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - 2d10 - - - Holy Avenger Longsword - M - 1 - legendary (requires attunement by a Paladin) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 174 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 2d10 - - - Holy Avenger Rapier - M - 1 - legendary (requires attunement by a Paladin) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 174 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - 2d10 - - - Holy Avenger Scimitar - M - 1 - legendary (requires attunement by a Paladin) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 174 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 2d10 - - - Holy Avenger Shortsword - M - 1 - legendary (requires attunement by a Paladin) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 174 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - 2d10 - - - Ironfang - M - 1 - legendary (requires attunement) - 2 - A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth. - You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. - Earth Mastery: You gain the following benefits while you hold Ironfang: - • You can speak Terran fluently. - • You have resistance to acid damage. - • You have tremorsense out to a range of 60 feet. - • You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. - • You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn. - Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. - The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn. - Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin." - - Proficiency: martial, war pick - Source: Princes of the Apocalypse p. 224 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - 1d8 - 1d3 - - - Javelin - M - 2 - - - Proficiency: simple, javelin - 0.5 - Source: Player's Handbook p. 149 - 1d6 - - P - T - 30/120 - - - Javelin +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d6 - - P - T - 30/120 - - - Javelin +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d6 - - P - T - 30/120 - - - Javelin +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d6 - - P - T - 30/120 - - - Javelin of Backbiting - M - 1 - very rare, cursed (requires attunement) - 2 - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Tales from the Yawning Portal, p. 229 - melee attacks +2 - melee damage +2 - 1d6 - - P - T - 60/150 - - - Javelin of Lightning - M - 1 - uncommon - 2 - This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 178 - 1d6 - - P - T - 30/120 - 4d6 - - - Javelin of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - 1d6 - - P - T - 30/120 - - - Korolnor Scepter - M - 1 - legendary (requires attunement) - 2 - The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. - You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. - You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows: - - • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. - - • As an action, you can expend 2 charges to cast the sending spell from the scepter. - - • As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Storm King's Thunder, p. 236 - melee attacks +3 - melee damage +3 - 1d4 - - B - L - - 1d6+4 - - - Lance - M - 6 - - - Proficiency: martial, lance - 10 - Source: Player's Handbook p. 149 - 1d12 - - P - M,R,S - - - - Lance +1 - M - 1 - uncommon - 6 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d12 - - P - M,R,S - - - - Lance +2 - M - 1 - rare - 6 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d12 - - P - M,R,S - - - - Lance +3 - M - 1 - very rare - 6 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d12 - - P - M,R,S - - - - Lance of Warning - M - 1 - uncommon (requires attunement) - 6 - 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. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - 1d12 - - P - M,R,S - - - - Light Hammer - M - 2 - - - Proficiency: simple, light hammer - 2 - Source: Player's Handbook p. 149 - 1d4 - - B - L,T - 20/60 - - - Light Hammer +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d4 - - B - L,T - 20/60 - - - Light Hammer +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d4 - - B - L,T - 20/60 - - - Light Hammer +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d4 - - B - L,T - 20/60 - - - Light Hammer of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - 1d4 - - B - L,T - 20/60 - - - Lightbringer - M - 1 - unique - 4 - This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. - - Proficiency: simple, mace - Source: Lost Mines of Phandelver, p. 48 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - 1d6 - - - Longsword - M - 3 - - - Proficiency: martial, longsword - 15 - Source: Player's Handbook p. 149 - 1d8 - 1d10 - S - M,V - - - - Longsword +1 - M - 1 - uncommon - 3 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Longsword +2 - M - 1 - rare - 3 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Longsword +3 - M - 1 - very rare - 3 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Longsword of Life Stealing - M - 1 - rare (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - 1d8 - 1d10 - S - M,V - - - - Longsword of Sharpness - M - 1 - very rare (requires attunement) - 3 - 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. - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - 1d8 - 1d10 - S - M,V - - - - Longsword of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Longsword of Warning - M - 1 - uncommon (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - 1d8 - 1d10 - S - M,V - - - - Longsword of Wounding - M - 1 - rare (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 207 - 1d8 - 1d10 - S - M,V - - 1d4 - - - Luck Blade Greatsword - M - 1 - legendary (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - saving throws +1 - 2d6 - - S - M,H,2H - - - - Luck Blade Longsword - M - 1 - legendary (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - 1d10 - S - M,V - - - - Luck Blade Rapier - M - 1 - legendary (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - - P - M,F - - - - Luck Blade Scimitar - M - 1 - legendary (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - S - M,F,L - - - - Luck Blade Shortsword - M - 1 - legendary (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - P - M,F,L - - - - Mace - M - 4 - - - Proficiency: simple, mace - 5 - Source: Player's Handbook p. 149 - 1d6 - - B - - - - - Mace +1 - M - 1 - uncommon - 4 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Mace +2 - M - 1 - rare - 4 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d6 - - B - - - - - Mace +3 - M - 1 - very rare - 4 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d6 - - B - - - - - Mace of Disruption - M - 1 - rare (requires attunement) - 4 - When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - 1d6 - - B - - - 2d6 - - - Mace of Smiting - M - 1 - rare - 4 - You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Mace of Terror - M - 1 - rare (requires attunement) - 4 - This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - The mace regains 1d3 expended charges daily at dawn. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 180 - 1d6 - - B - - - 1d3 - - - Mace of Warning - M - 1 - uncommon (requires attunement) - 4 - 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. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - 1d6 - - B - - - - - Maul - M - 10 - - - Proficiency: martial, maul - 10 - Source: Player's Handbook p. 149 - 2d6 - - B - M,H,2H - - - - Maul +1 - M - 1 - uncommon - 10 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 2d6 - - B - M,H,2H - - - - Maul +2 - M - 1 - rare - 10 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 2d6 - - B - M,H,2H - - - - Maul +3 - M - 1 - very rare - 10 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 2d6 - - B - M,H,2H - - - - Maul of Warning - M - 1 - uncommon (requires attunement) - 10 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 213 - 2d6 - 2d6 - B - M,H,2H - - - - Mind Blade Greatsword - M - 1 - rare (requires attunement by a specific individual) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Volo's Guide to Monsters, p. 81 - 2d6 - - S - M,H,2H - - 2d6 - - - Mind Blade Longsword - M - 1 - rare (requires attunement by a specific individual) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Volo's Guide to Monsters, p. 81 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Mind Blade Rapier - M - 1 - rare (requires attunement by a specific individual) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Volo's Guide to Monsters, p. 81 - 1d8 - - P - M,F - - 2d6 - - - Mind Blade Scimitar - M - 1 - rare (requires attunement by a specific individual) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Volo's Guide to Monsters, p. 81 - 1d6 - - S - M,F,L - - 2d6 - - - Mind Blade Shortsword - M - 1 - rare (requires attunement by a specific individual) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Volo's Guide to Monsters, p. 81 - 1d6 - - P - M,F,L - - 2d6 - - - Mind Lash - M - 1 - rare (requires attunement by a mind flayer) - 3 - In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Volo's Guide to Monsters, p. 81 - 1d4 - - S - M,F,R - - 2d4 - - - Moon-Touched Greatsword - M - 1 - common - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Xanathar's Guide to Everything, p. 138 - 2d6 - - S - M,H,2H - - - - Moon-Touched Longsword - M - 1 - common - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - 1d10 - S - M,V - - - - Moon-Touched Rapier - M - 1 - common - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - - P - M,F - - - - Moon-Touched Scimitar - M - 1 - common - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - S - F,L - - - - Moon-Touched Shortsword - M - 1 - common - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - P - M,F,L - - - - Moonblade - M - 1 - artifact (requires attunement by an elf or half-elf of neutral good alignment) - 3 - Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. - A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. - A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. - A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. - A moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. - - MOONBLADE PROPERTIES: - d100 — Property: - 01-40 — Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. - - 41-80 — The moonblade gains a randomly determined minor property (see "Special Features" earlier in this chapter). - - 81-82 — The moonblade gains the finesse property. - - 83-84 — The moonblade gains the thrown property (range 20/60 feet). - - 85-86 — The moonblade functions as a defender. - - 87-90 — The moon blade scores a critical hit on a roll of 19 or 20. - - 91-92 — When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage. - - 93-94 — When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. - - 95-96 — You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. - - 97-98 — The moonblade functions as a ring of spell storing. - - 99 — You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. - - 00 — The moonblade functions as a vorpal sword. - - Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. - The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. - - Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. - The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. - If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 217 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Morningstar - M - 4 - - - Proficiency: martial, morningstar - 15 - Source: Player's Handbook p. 149 - 1d8 - - P - M, - - - - Morningstar +1 - M - 1 - uncommon - 4 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - Morningstar +2 - M - 1 - rare - 4 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - Morningstar +3 - M - 1 - very rare - 4 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - Morningstar of Warning - M - 1 - uncommon (requires attunement) - 4 - 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. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - 1d8 - - P - M, - - - - Nine Lives Stealer Greatsword - M - 1 - very rare (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 183 - melee attacks +2 - melee damage +2 - 2d6 - - S - M,H,2H - - - - Nine Lives Stealer Longsword - M - 1 - very rare (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 183 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Nine Lives Stealer Rapier - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 183 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Nine Lives Stealer Scimitar - M - 1 - very rare (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 183 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Nine Lives Stealer Shortsword - M - 1 - very rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 183 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Orcsplitter - M - 1 - legendary (requires attunement by a good-aligned dwarf, fighter, or paladin) - 7 - A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. - You gain the following benefits while holding this magic weapon: - • You gain a +2 bonus to attack and damage rolls made with it. - • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. - • You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location. - • You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. - Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse. - Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Princes of the Apocalypse p. 224 - melee attacks +2 - melee damage +2 - 1d12 - - S - M,H,2H - - - - Pike - M - 18 - - - Proficiency: martial, pike - 5 - Source: Player's Handbook p. 149 - 1d10 - - P - M,H,R,2H - - - - Pike +1 - M - 1 - uncommon - 18 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, pike - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d10 - - P - M,H,R,2H - - - - Pike +2 - M - 1 - rare - 18 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, pike - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d10 - - P - M,H,R,2H - - - - Pike +3 - M - 1 - very rare - 18 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, pike - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d10 - - P - M,H,R,2H - - - - Pike of Warning - M - 1 - uncommon (requires attunement) - 18 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, pike - Source: Dungeon Master's Guide p. 213 - 1d10 - - P - M,H,R,2H - - - - Quarterstaff - M - 4 - - - Proficiency: simple, quarterstaff - 0.2 - Source: Player's Handbook p. 149 - 1d6 - 1d8 - B - V - - - - Quarterstaff +1 - M - 1 - uncommon - 4 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d6 - 1d8 - B - V - - - - Quarterstaff +2 - M - 1 - rare - 4 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - B - V - - - - Quarterstaff +3 - M - 1 - very rare - 4 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d6 - 1d8 - B - V - - - - Quarterstaff of Warning - M - 1 - uncommon (requires attunement) - 4 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - 1d6 - 1d8 - B - V - - - - Rapier - M - 2 - - - Proficiency: martial, rapier - 25 - Source: Player's Handbook p. 149 - 1d8 - - P - M,F - - - - Rapier +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Rapier +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Rapier +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Rapier of Life Stealing - M - 1 - rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - 1d8 - - P - M,F - - - - Rapier of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Rapier of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - 1d8 - - P - M,F - - - - Rapier of Wounding - M - 1 - rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 207 - 1d8 - - P - M,F - - 1d4 - - - Saint Markovia's Thighbone - M - 1 - rare (requires attunement) - 4 - Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. - As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. - Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. - Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. - The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. - - Mace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - Proficiency: simple, mace - Source: Curse of Strahd, p. 222 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Scimitar - M - 3 - - - Proficiency: martial, scimitar - 25 - Source: Player's Handbook p. 149 - 1d6 - - S - M,F,L - - - - Scimitar +1 - M - 1 - uncommon - 3 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Scimitar +2 - M - 1 - rare - 3 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Scimitar +3 - M - 1 - very rare - 3 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Scimitar of Life Stealing - M - 1 - rare (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - 1d6 - - S - M,F,L - - - - Scimitar of Sharpness - M - 1 - very rare (requires attunement) - 3 - 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. - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - 1d6 - - S - M,F,L - - - - Scimitar of Speed - M - 1 - very rare (requires attunement) - 3 - You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 199 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Scimitar of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Scimitar of Warning - M - 1 - uncommon (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - 1d6 - - S - M,F,L - - - - Scimitar of Wounding - M - 1 - rare (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 207 - 1d6 - - S - M,F,L - - 1d4 - - - Shatterspike - M - 1 - uncommon (requires attunement) - 3 - You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Tales from the Yawning Portal, p. 229 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Shortsword - M - 2 - - - Proficiency: martial, shortsword - 10 - Source: Player's Handbook p. 149 - 1d6 - - P - M,F,L - - - - Shortsword +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Shortsword +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Shortsword +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Shortsword of Life Stealing - M - 1 - rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - 1d6 - - P - M,F,L - - - - Shortsword of Vengeance - M - 1 - uncommon, cursed (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Shortsword of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - 1d6 - - P - M,F,L - - - - Shortsword of Wounding - M - 1 - rare (requires attunement) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 207 - 1d6 - - P - M,F,L - - 1d4 - - - Sickle - M - 2 - - - Proficiency: simple, sickle - 1 - Source: Player's Handbook p. 149 - 1d4 - - S - L - - - - Sickle +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d4 - - S - L - - - - Sickle +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d4 - - S - L - - - - Sickle +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d4 - - S - L - - - - Sickle of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - 1d4 - - S - L - - - - Spear - M - 3 - - - Proficiency: simple, spear - 1 - Source: Player's Handbook p. 149 - 1d6 - 1d8 - P - T,V - 20/60 - - - Spear +1 - M - 1 - uncommon - 3 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - T,V - 20/60 - - - Spear +2 - M - 1 - rare - 3 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - T,V - 20/60 - - - Spear +3 - M - 1 - very rare - 3 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - T,V - 20/60 - - - Spear of Backbiting - M - 1 - very rare, cursed (requires attunement) - 3 - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Tales from the Yawning Portal, p. 229 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - P - T,V - 50/90 - - - Spear of Warning - M - 1 - uncommon (requires attunement) - 3 - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - 1d6 - 1d8 - P - T,V - 20/60 - - - Sun Blade - M - 1 - rare (requires attunement) - 3 - This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword, shortsword - Source: Dungeon Master's Guide p. 205 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,F,V - - 1d8 - - - Sunsword - M - 1 - legendary (requires attunement) - 3 - The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. - Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. - The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. - - Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. - - Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. - - Sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword, shortsword - Source: Curse of Strahd, p. 223 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,F,V - - - - Sword of Answering (Answerer) - M - 1 - legendary (requires attunement by a Chaotic Good Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Answerer, the Chaotic Good sword, has an emerald set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Back Talker) - M - 1 - legendary (requires attunement by a Chaotic Evil Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Back Talker, the Chaotic Evil sword, has jet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Concluder) - M - 1 - legendary (requires attunement by a Lawful Neutral Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Last Quip) - M - 1 - legendary (requires attunement by a Chaotic Neutral Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Rebutter) - M - 1 - legendary (requires attunement by a Neutral Good Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Rebutter, the Neutral Good sword, has a topaz set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Replier) - M - 1 - legendary (requires attunement by a Neutral Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Replier, the Neutral sword, has a peridot set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Retorter) - M - 1 - legendary (requires attunement by a Lawful Good Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Retorter, the Lawful Good sword, has an aquamarine set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Scather) - M - 1 - legendary (requires attunement by a Lawful Evil Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Scather, the Lawful Evil sword, has a garnet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Answering (Squelcher) - M - 1 - legendary (requires attunement by a Neutral Evil Creature) - 3 - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Squelcher, the Neutral Evil sword, has a spinel set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Sword of Kas - M - 1 - artifact (requires attunement) - 3 - When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. - For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. - The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. - If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. - - Random Properties: The Sword of Kas has the following random properties: - • 1 minor beneficial property - • 1 major beneficial property - • 1 minor detrimental property - • 1 major detrimental property - - Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. - - Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. - - Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet. - The weapon communicates telepathically with its wielder and can speak, read, and understand Common - - Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal. - The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder. - - Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 226 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Talon - M - 1 - unique - 3 - Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Lost Mines of Phandelver, p. 24 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Tinderstrike - M - 1 - legendary (requires attunement) - 1 - A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. - You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. - Fire Mastery: You gain the following benefits while you hold Tinderstrike: - • You can speak Ignan fluently. - • You have resistance to fire damage. - • You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn. - Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn. - Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences." - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Princes of the Apocalypse p. 224 - weapon attacks +2 - weapon damage +2 - 1d4 - - P - F,L,T - 20/60 - 2d6 - - - Trident - M - 4 - - - Proficiency: martial, trident - 5 - Source: Player's Handbook p. 149 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Trident +1 - M - 1 - uncommon - 4 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Trident +2 - M - 1 - rare - 4 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Trident +3 - M - 1 - very rare - 4 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Trident of Fish Command - M - 1 - uncommon - 4 - This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - 1d6 - 1d8 - P - M,T,V - 20/60 - 1d3 - - - Trident of Warning - M - 1 - uncommon (requires attunement) - 4 - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Vicious Battleaxe - M - 1 - rare - 4 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Vicious Club - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 209 - 1d4 - - B - L - - 2d6 - - - Vicious Dagger - M - 1 - rare - 1 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 209 - 1d4 - - P - F,L,T - 20/60 - 2d6 - - - Vicious Flail - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 209 - 1d8 - - B - M, - - 2d6 - - - Vicious Glaive - M - 1 - rare - 6 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, glaive - Source: Dungeon Master's Guide p. 209 - 1d10 - - S - M,H,R,2H - - 2d6 - - - Vicious Greataxe - M - 1 - rare - 7 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greataxe - Source: Dungeon Master's Guide p. 209 - 1d12 - - S - M,H,2H - - 2d6 - - - Vicious Greatclub - M - 1 - rare - 10 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, greatclub - Source: Dungeon Master's Guide p. 209 - 1d8 - - B - 2H - - 2d6 - - - Vicious Greatsword - M - 1 - rare - 6 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 209 - 2d6 - - S - M,H,2H - - 2d6 - - - Vicious Halberd - M - 1 - rare - 6 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, halberd - Source: Dungeon Master's Guide p. 209 - 1d10 - - S - M,H,R,2H - - 2d6 - - - Vicious Handaxe - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 209 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Vicious Javelin - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 209 - 1d6 - - P - T - 30/120 - 2d6 - - - Vicious Lance - M - 1 - rare - 6 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 209 - 1d12 - - P - M,R,S - - 2d6 - - - Vicious Light Hammer - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 209 - 1d4 - - B - L,T - 20/60 - 2d6 - - - Vicious Longsword - M - 1 - rare - 3 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Vicious Mace - M - 1 - rare - 4 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 209 - 1d6 - - B - - - 2d6 - - - Vicious Maul - M - 1 - rare - 10 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, maul - Source: Dungeon Master's Guide p. 209 - 2d6 - 2d6 - B - M,H,2H - - 2d6 - - - Vicious Morningstar - M - 1 - rare - 4 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 209 - 1d8 - - P - M, - - 2d6 - - - Vicious Pike - M - 1 - rare - 18 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, pike - Source: Dungeon Master's Guide p. 209 - 1d10 - - P - M,H,R,2H - - 2d6 - - - Vicious Quarterstaff - M - 1 - rare - 4 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 209 - 1d6 - 1d8 - B - V - - 2d6 - - - Vicious Rapier - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 209 - 1d8 - - P - M,F - - 2d6 - - - Vicious Scimitar - M - 1 - rare - 3 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - 1d6 - - S - M,F,L - - 2d6 - - - Vicious Shortsword - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 209 - 1d6 - - P - M,F,L - - 2d6 - - - Vicious Sickle - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 209 - 1d4 - - S - L - - 2d6 - - - Vicious Spear - M - 1 - rare - 3 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 209 - 1d6 - 1d8 - P - T,V - 20/60 - 2d6 - - - Vicious Trident - M - 1 - rare - 4 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - 1d6 - 1d8 - P - M,T,V - 20/60 - 2d6 - - - Vicious War Pick - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 209 - 1d8 - - P - M, - - 2d6 - - - Vicious Warhammer - M - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 209 - 1d8 - 1d10 - B - M,V - - 2d6 - - - Vicious Whip - M - 1 - rare - 3 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 209 - 1d4 - - S - M,F,R - - 2d6 - - - Vorpal Greatsword - M - 1 - legendary (requires attunement) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Dungeon Master's Guide p. 209 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - 6d8 - - - Vorpal Longsword - M - 1 - legendary (requires attunement) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 6d8 - - - Vorpal Scimitar - M - 1 - legendary (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 6d8 - - - War Pick - M - 2 - - - Proficiency: martial, war pick - 5 - Source: Player's Handbook p. 149 - 1d8 - - P - M, - - - - War Pick +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - War Pick +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - War Pick +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - War Pick of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - 1d8 - - P - M, - - - - Warhammer - M - 2 - - - Proficiency: martial, warhammer - 15 - Source: Player's Handbook p. 149 - 1d8 - 1d10 - B - M,V - - - - Warhammer +1 - M - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - B - M,V - - - - Warhammer +2 - M - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - B - M,V - - - - Warhammer +3 - M - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - B - M,V - - - - Warhammer of Warning - M - 1 - uncommon (requires attunement) - 2 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - 1d8 - 1d10 - B - M,V - - - - Wave - M - 1 - artifact (requires attunement by a creature that worships a god of the sea) - 4 - Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. - You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. - The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. - - Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. - The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. - - Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. - Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to - further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. - Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 218 - melee attacks +3 - melee damage +3 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Waythe - M - 1 - legendary (requires attunement) - 6 - Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. - You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. - The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. - Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. - Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, greatsword - Source: Tales from the Yawning Portal, p. 229 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - 2d6 - - - Whelm - M - 1 - artifact (requires attunement by a dwarf) - 2 - Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. - You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. - - Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. - - Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. - - Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. - - Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. - The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. - - Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 218 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - B - M,V, T - 20/60 - - - Whip - M - 3 - - - Proficiency: martial, whip - 2 - Source: Player's Handbook p. 149 - 1d4 - - S - M,F,R - - - - Whip +1 - M - 1 - uncommon - 3 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - melee attacks +1 - melee damage +1 - 1d4 - - S - M,F,R - - - - Whip +2 - M - 1 - rare - 3 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - melee attacks +2 - melee damage +2 - 1d4 - - S - M,F,R - - - - Whip +3 - M - 1 - very rare - 3 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - melee attacks +3 - melee damage +3 - 1d4 - - S - M,F,R - - - - Whip of Warning - M - 1 - uncommon (requires attunement) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - 1d4 - - S - M,F,R - - - - Windvane - M - 1 - legendary (requires attunement) - 3 - A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. - You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. - Air Mastery: You gain the following benefits while you hold Windvane: - • You can speak Auran fluently. - • You have resistance to lightning damage. - • You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn. - Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn. - Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me." - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Princes of the Apocalypse p. 224 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - T,V - 20/60 - 1d6 - - - Adamantine Breastplate - MA - 1 - uncommon - 20 - 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. - - Source: Dungeon Master's Guide p. 150 - 14 - - - - - Adamantine Chain Shirt - MA - 1 - uncommon - 20 - 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. - - Source: Dungeon Master's Guide p. 150 - 13 - - - - - Adamantine Half Plate Armor - MA - 1 - uncommon - 40 - 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. - - Source: Dungeon Master's Guide p. 150 - 15 - - 1 - - - Adamantine Scale Mail - MA - 1 - uncommon - 45 - 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. - - Source: Dungeon Master's Guide p. 150 - 14 - - 1 - - - Black Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Blue Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Brass Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Breastplate - MA - 20 - 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. - - 400 - Source: Player's Handbook p. 145 - 14 - - - - - Breastplate +1 - MA - 1 - rare - 20 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 14 - - - - - Breastplate +2 - MA - 1 - very rare - 20 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 14 - - - - - Breastplate +3 - MA - 1 - legendary - 20 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 14 - - - - - Breastplate of Acid Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Cold Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Fire Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Force Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Gleaming - MA - 1 - common - 20 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - - - - Breastplate of Lightning Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Necrotic Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Poison Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Psychic Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Radiant Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Breastplate of Thunder Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - - - - Bronze Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Cast-Off Breastplate - MA - 1 - common - 20 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - - - Cast-Off Chain Shirt - MA - 1 - common - 20 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - - - Cast-Off Half Plate Armor - MA - 1 - common - 40 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - - - Cast-Off Hide Armor - MA - 1 - common - 12 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - - - Cast-Off Scale Mail - MA - 1 - common - 45 - You can doff this armor as an action. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - - - Chain Shirt - MA - 20 - 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. - - 50 - Source: Player's Handbook p. 144 - 13 - - - - - Chain Shirt +1 - MA - 1 - rare - 20 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 13 - - - - - Chain Shirt +2 - MA - 1 - very rare - 20 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 13 - - - - - Chain Shirt +3 - MA - 1 - legendary - 20 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 13 - - - - - Chain Shirt of Acid Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Cold Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Fire Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Force Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Gleaming - MA - 1 - common - 20 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - - - Chain Shirt of Lightning Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Necrotic Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Poison Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Psychic Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Radiant Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Chain Shirt of Thunder Resistance - MA - 1 - rare (requires attunement) - 20 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 13 - - - - - Copper Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Dragonguard - MA - 1 - unique - 20 - This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. - - Source: Lost Mines of Phandelver, p. 48 - ac +1 - 15 - - - - - Elven Chain - MA - 1 - rare - 20 - You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - - Source: Dungeon Master's Guide p. 209 - ac +1 - 13 - - - - - Gold Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Green Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Half Plate - MA - 40 - 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. - - 750 - Source: Player's Handbook p. 145 - 15 - - YES - - - Half Plate Armor +1 - MA - 1 - rare - 40 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 15 - - 1 - - - Half Plate Armor +2 - MA - 1 - very rare - 40 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 15 - - 1 - - - Half Plate Armor +3 - MA - 1 - legendary - 40 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 15 - - 1 - - - Half Plate Armor of Acid Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Cold Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Fire Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Force Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Gleaming - MA - 1 - common - 40 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 16 - - 1 - - - Half Plate Armor of Lightning Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Necrotic Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Poison Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Psychic Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Radiant Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Half Plate Armor of Thunder Resistance - MA - 1 - rare (requires attunement) - 40 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 15 - - 1 - - - Hide Armor - MA - 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. - - 10 - Source: Player's Handbook p. 144 - 12 - - - - - Hide Armor +1 - MA - 1 - rare - 12 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 12 - - - - - Hide Armor +2 - MA - 1 - very rare - 12 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 12 - - - - - Hide Armor +3 - MA - 1 - legendary - 12 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 12 - - - - - Hide Armor of Acid Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Cold Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Fire Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Force Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Gleaming - MA - 1 - common - 12 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - - - Hide Armor of Lightning Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Necrotic Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Poison Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Psychic Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Radiant Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Hide Armor of Thunder Resistance - MA - 1 - rare (requires attunement) - 12 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 12 - - - - - Mariner's Breastplate - MA - 1 - uncommon - 20 - 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. - - Source: Dungeon Master's Guide p. 181 - 14 - - - - - Mariner's Chain Shirt - MA - 1 - uncommon - 20 - 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. - - Source: Dungeon Master's Guide p. 181 - 13 - - - - - Mariner's Half Plate Armor - MA - 1 - uncommon - 40 - 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. - - Source: Dungeon Master's Guide p. 181 - 15 - - 1 - - - Mariner's Hide Armor - MA - 1 - uncommon - 12 - 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. - - Source: Dungeon Master's Guide p. 181 - 12 - - - - - Mariner's Scale Mail - MA - 1 - uncommon - 45 - 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. - - Source: Dungeon Master's Guide p. 181 - 14 - - 1 - - - Mithral Breastplate - MA - 1 - uncommon - 20 - 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: Dungeon Master's Guide p. 182 - 14 - - - - - Mithral Chain Shirt - MA - 1 - uncommon - 20 - 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: Dungeon Master's Guide p. 182 - 13 - - - - - Mithral Half Plate Armor - MA - 1 - uncommon - 40 - 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: Dungeon Master's Guide p. 182 - 15 - - - - - Mithral Scale Mail - MA - 1 - uncommon - 45 - 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: Dungeon Master's Guide p. 182 - 14 - - - - - Red Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Scale Mail - MA - 45 - 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. - - 50 - Source: Player's Handbook p. 144 - 14 - - YES - - - Scale Mail +1 - MA - 1 - rare - 45 - You have a +1 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +1 - 14 - - 1 - - - Scale Mail +2 - MA - 1 - very rare - 45 - You have a +2 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +2 - 14 - - 1 - - - Scale Mail +3 - MA - 1 - legendary - 45 - You have a +3 bonus to AC while wearing this armor. - - Source: Dungeon Master's Guide p. 152 - ac +3 - 14 - - 1 - - - Scale Mail of Acid Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to acid damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Cold Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to cold damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Fire Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to fire damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Force Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to force damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Gleaming - MA - 1 - common - 45 - This armor never gets dirty. - - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - - - Scale Mail of Lightning Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to lightning damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Necrotic Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to necrotic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Poison Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to poison damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Psychic Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to psychic damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Radiant Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to radiant damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Scale Mail of Thunder Resistance - MA - 1 - rare (requires attunement) - 45 - You have resistance to thunder damage while you wear this armor. - - Source: Dungeon Master's Guide p. 152 - 14 - - 1 - - - Silver Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Smoldering Breastplate - MA - 1 - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - - - - Smoldering Chain Shirt - MA - 1 - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 14 - - - - - Smoldering Half Plate Armor - MA - 1 - common - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 16 - - 1 - - - Smoldering Hide Armor - MA - 1 - common - 12 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 13 - - - - - Smoldering Scale Mail - MA - 1 - common - 45 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - - Source: Xanathar's Guide to Everything, p. 139 - 15 - - 1 - - - Spiked Armor - MA - 45 - 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. - - 75 - Source: Sword Coast Adventurer's Guide, p. 121 - 14 - - YES - - - White Dragon Scale Mail - MA - 1 - very rare (requires attunement) - 45 - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 165 - ac +1 - 14 - - 1 - - - Bottled Breath - P - 1 - uncommon - 0.5 - This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. - If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. - - Source: Princes of the Apocalypse p. 222 - - - Elixir of Health - P - 1 - rare - 0.5 - When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. - - Source: Dungeon Master's Guide p. 168 - - - Oil of Etherealness - P - 1 - rare - 0.5 - Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. - - Source: Dungeon Master's Guide p. 183 - - - Oil of Sharpness - P - 1 - very rare - 0.5 - This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - - Source: Dungeon Master's Guide p. 184 - - - Oil of Slipperiness - P - 1 - uncommon - 0.5 - This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. - Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. - - Source: Dungeon Master's Guide p. 184 - - - Philter of Love - P - 1 - uncommon - 0.5 - The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - - Source: Dungeon Master's Guide p. 184 - - - Potion of Acid Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to acid damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Animal Friendship - P - 1 - uncommon - 0.5 - When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Beast Mind Control - P - 1 - rare - 0.5 - When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - - Source: Tales from the Yawning Portal, p. 229 - - - Potion of Clairvoyance - P - 1 - rare - 0.5 - When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Climbing - P - 1 - common - 0.5 - When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Cloud Giant Strength - P - 1 - very rare - 0.5 - When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Cold Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to cold damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Diminution - P - 1 - rare - 0.5 - When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - - Source: Dungeon Master's Guide p. 187 - 1d4 - - - Potion of Fire Breath - P - 1 - uncommon - 0.5 - After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. - - Source: Dungeon Master's Guide p. 187 - 4d6 - - - Potion of Fire Giant Strength - P - 1 - rare - 0.5 - When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Fire Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to fire damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Flying - P - 1 - very rare - 0.5 - When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Force Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to force damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Frost Giant Strength - P - 1 - rare - 0.5 - When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Gaseous Form - P - 1 - rare - 0.5 - When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Giant Size - P - 1 - legendary - - When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. - Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands. - When the effect ends, any hit points you have above your hit point maximum become temporary hit points. - This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. - - Source: Storm King's Thunder, p. 238 - - - Potion of Greater Healing - P - 1 - uncommon - 0.5 - You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. - - Source: Dungeon Master's Guide p. 187 - 4d4+4 - - - Potion of Growth - P - 1 - uncommon - 0.5 - When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - - Source: Dungeon Master's Guide p. 187 - 1d4 - - - Potion of Healing - P - 1 - common - 0.5 - You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. - - Source: Dungeon Master's Guide p. 187 - 2d4+2 - - - Potion of Heroism - P - 1 - rare - 0.5 - For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Hill Giant Strength - P - 1 - uncommon - 0.5 - When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Human Mind Control - P - 1 - rare - 0.5 - When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - - Source: Tales from the Yawning Portal, p. 229 - - - Potion of Invisibility - P - 1 - very rare - 0.5 - This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Invulnerability - P - 1 - rare - 0.5 - For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Lightning Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to lightning damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Longevity - P - 1 - very rare - 0.5 - When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. - - Source: Dungeon Master's Guide p. 188 - 1d6+6 - - - Potion of Mind Reading - P - 1 - rare - 0.5 - When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Monster Mind Control - P - 1 - very rare - 0.5 - When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - - Source: Tales from the Yawning Portal, p. 229 - - - Potion of Necrotic Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to necrotic damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Poison - P - 1 - uncommon - 0.5 - This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. - If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - - Source: Dungeon Master's Guide p. 188 - 3d6 - 2d6 - 1d6 - - - Potion of Poison Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to poison damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Psychic Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to psychic damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Radiant Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to radiant damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Speed - P - 1 - very rare - 0.5 - When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Stone Giant Strength - P - 1 - rare - 0.5 - When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Storm Giant Strength - P - 1 - legendary - 0.5 - When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. - This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant. - - Source: Dungeon Master's Guide p. 187 - - - Potion of Superior Healing - P - 1 - rare - 0.5 - You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. - - Source: Dungeon Master's Guide p. 187 - 8d4+8 - - - Potion of Supreme Healing - P - 1 - very rare - 0.5 - You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. - - Source: Dungeon Master's Guide p. 187 - 10d4+20 - - - Potion of Thunder Resistance - P - 1 - uncommon - 0.5 - When you drink this potion, you gain resistance to thunder damage for 1 hour. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Vitality - P - 1 - very rare - 0.5 - When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. - - Source: Dungeon Master's Guide p. 188 - - - Potion of Water Breathing - P - 1 - uncommon - 0.5 - You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. - - Source: Dungeon Master's Guide p. 188 - - - Blowgun - R - 1 - - - Proficiency: martial, blowgun - 10 - Source: Player's Handbook p. 149 - 1 - - P - M,A,LD - 25/100 - - - Blowgun +1 - R - 1 - uncommon - 1 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, blowgun - Source: Dungeon Master's Guide p. 152 - ranged attacks +1 - ranged damage +1 - 1 - - P - M,A,LD - 25/100 - - - Blowgun +2 - R - 1 - rare - 1 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, blowgun - Source: Dungeon Master's Guide p. 152 - ranged attacks +2 - ranged damage +2 - 1 - - P - M,A,LD - 25/100 - - - Blowgun +3 - R - 1 - very rare - 1 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, blowgun - Source: Dungeon Master's Guide p. 152 - ranged attacks +3 - ranged damage +3 - 1 - - P - M,A,LD - 25/100 - - - Blowgun of Warning - R - 1 - uncommon (requires attunement) - 1 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, blowgun - Source: Dungeon Master's Guide p. 213 - 1 - - P - M,A,LD - 25/100 - - - Dart - R - 0.25 - - - Proficiency: simple, dart - 0.05 - Source: Player's Handbook p. 149 - 1d4 - - P - F,T - 20/60 - - - Dart +1 - R - 1 - uncommon - 0.25 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d4 - - P - F,T - 20/60 - - - Dart +2 - R - 1 - rare - 0.25 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d4 - - P - F,T - 20/60 - - - Dart +3 - R - 1 - very rare - 0.25 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d4 - - P - F,T - 20/60 - - - Dart of Warning - R - 1 - uncommon (requires attunement) - 0.25 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Dungeon Master's Guide p. 213 - 1d4 - - P - F,T - 20/60 - - - Hand Crossbow - R - 3 - - - Proficiency: martial, hand crossbow - 75 - Source: Player's Handbook p. 149 - 1d6 - - P - M,A,L,LD - 30/120 - - - Hand Crossbow +1 - R - 1 - uncommon - 3 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, hand crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d6 - - P - M,A,L,LD - 30/120 - - - Hand Crossbow +2 - R - 1 - rare - 3 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, hand crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d6 - - P - M,A,L,LD - 30/120 - - - Hand Crossbow +3 - R - 1 - very rare - 3 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, hand crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d6 - - P - M,A,L,LD - 30/120 - - - Hand Crossbow of Warning - R - 1 - uncommon (requires attunement) - 3 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, hand crossbow - Source: Dungeon Master's Guide p. 213 - 1d6 - - P - M,A,L,LD - 30/120 - - - Heavy Crossbow - R - 18 - - - Proficiency: martial, heavy crossbow - 50 - Source: Player's Handbook p. 149 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Heavy Crossbow +1 - R - 1 - uncommon - 18 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, heavy crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Heavy Crossbow +2 - R - 1 - rare - 18 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, heavy crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Heavy Crossbow +3 - R - 1 - very rare - 18 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, heavy crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Heavy Crossbow of Warning - R - 1 - uncommon (requires attunement) - 18 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, heavy crossbow - Source: Dungeon Master's Guide p. 213 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Light Crossbow - R - 5 - - - Proficiency: simple, light crossbow - 25 - Source: Player's Handbook p. 149 - 1d8 - - P - A,LD,2H - 80/320 - - - Light Crossbow +1 - R - 1 - uncommon - 5 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, light crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d8 - - P - A,LD,2H - 80/320 - - - Light Crossbow +2 - R - 1 - rare - 5 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, light crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d8 - - P - A,LD,2H - 80/320 - - - Light Crossbow +3 - R - 1 - very rare - 5 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, light crossbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d8 - - P - A,LD,2H - 80/320 - - - Light Crossbow of Warning - R - 1 - uncommon (requires attunement) - 5 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, light crossbow - Source: Dungeon Master's Guide p. 213 - 1d8 - - P - A,LD,2H - 80/320 - - - Longbow - R - 2 - - - Proficiency: martial, longbow - 50 - Source: Player's Handbook p. 149 - 1d8 - - P - M,A,H,2H - 150/600 - - - Longbow +1 - R - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d8 - - P - M,A,H,2H - 150/600 - - - Longbow +2 - R - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d8 - - P - M,A,H,2H - 150/600 - - - Longbow +3 - R - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d8 - - P - M,A,H,2H - 150/600 - - - Longbow of Warning - R - 1 - uncommon (requires attunement) - 2 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 213 - 1d8 - - P - M,A,H,2H - 150/600 - - - Net - R - 3 - - - Proficiency: martial, net - 1 - Source: Player's Handbook p. 149 - - - - M,S,T - 5/15 - - - Net +1 - R - 1 - uncommon - 3 - You have a +1 bonus to attack rolls made with this weapon. - - NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: martial, net - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 0 - - - M,S,T - 5/15 - - - Net +2 - R - 1 - rare - 3 - You have a +2 bonus to attack rolls made with this weapon. - - NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: martial, net - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 0 - - - M,S,T - 5/15 - - - Net +3 - R - 1 - very rare - 3 - You have a +3 bonus to attack rolls made with this weapon. - - NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: martial, net - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 0 - - - M,S,T - 5/15 - - - Net of Warning - R - 1 - uncommon (requires attunement) - 3 - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: martial, net - Source: Dungeon Master's Guide p. 213 - 0 - - - M,S,T - 5/15 - - - Oathbow - R - 1 - very rare (requires attunement) - 2 - When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 168 - 1d8 - - P - M,A,H,2H - 150/600 - 3d6 - - - Seeker Dart - R - 1 - uncommon - 0.25 - This small dart is decorated with designs like windy spirals that span the length of its shaft. - When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. - When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Princes of the Apocalypse p. 223 - 1d4 - - P - F,T - 20/60 - 3d4 - - - Shortbow - R - 2 - - - Proficiency: simple, shortbow - 25 - Source: Player's Handbook p. 149 - 1d6 - - P - A,2H - 80/320 - - - Shortbow +1 - R - 1 - uncommon - 2 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, shortbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d6 - - P - A,2H - 80/320 - - - Shortbow +2 - R - 1 - rare - 2 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, shortbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d6 - - P - A,2H - 80/320 - - - Shortbow +3 - R - 1 - very rare - 2 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, shortbow - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d6 - - P - A,2H - 80/320 - - - Shortbow of Warning - R - 1 - uncommon (requires attunement) - 2 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, shortbow - Source: Dungeon Master's Guide p. 213 - 1d6 - - P - A,2H - 80/320 - - - Sling - R - - - - Proficiency: simple, sling - 0.1 - Source: Player's Handbook p. 149 - 1d4 - - B - A - 30/120 - - - Sling +1 - R - 1 - uncommon - 0 - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, sling - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 1d4 - - B - A - 30/120 - - - Sling +2 - R - 1 - rare - 0 - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, sling - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 1d4 - - B - A - 30/120 - - - Sling +3 - R - 1 - very rare - 0 - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, sling - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 1d4 - - B - A - 30/120 - - - Sling of Warning - R - 1 - uncommon (requires attunement) - 0 - 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, sling - Source: Dungeon Master's Guide p. 213 - 1d4 - - B - A - 30/120 - - - Storm Boomerang - R - 1 - uncommon - - This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand. - Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, javelin - Source: Princes of the Apocalypse p. 223 - 1d4 - - B - - 60/120 - 3d4 - - - Vicious Blowgun - R - 1 - rare - 1 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, blowgun - Source: Dungeon Master's Guide p. 209 - 1 - - P - M,A,LD - 25/100 - - - Vicious Dart - R - 1 - rare - 0.25 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dart - Source: Dungeon Master's Guide p. 209 - 1d4 - - P - F,T - 20/60 - - - Vicious Hand Crossbow - R - 1 - rare - 3 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: martial, hand crossbow - Source: Dungeon Master's Guide p. 209 - 1d6 - - P - M,A,L,LD - 30/120 - - - Vicious Heavy Crossbow - R - 1 - rare - 18 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, heavy crossbow - Source: Dungeon Master's Guide p. 209 - 1d10 - - P - M,A,H,LD,2H - 100/400 - - - Vicious Light Crossbow - R - 1 - rare - 5 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, light crossbow - Source: Dungeon Master's Guide p. 209 - 1d8 - - P - A,LD,2H - 80/320 - - - Vicious Longbow - R - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: martial, longbow - Source: Dungeon Master's Guide p. 209 - 1d8 - - P - M,A,H,2H - 150/600 - - - Vicious Shortbow - R - 1 - rare - 2 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: simple, shortbow - Source: Dungeon Master's Guide p. 209 - 1d6 - - P - A,2H - 80/320 - - - Vicious Sling - R - 1 - rare - 0 - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Proficiency: simple, sling - Source: Dungeon Master's Guide p. 209 - 1d4 - - B - A - 30/120 - - - Immovable Rod - RD - 1 - uncommon - 2 - This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success - - Source: Dungeon Master's Guide p. 175 - - - Rod of Absorption - RD - 1 - very rare (requires attunement) - 2 - While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. - When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - - Source: Dungeon Master's Guide p. 195 - - - Rod of Alertness - RD - 1 - very rare (requires attunement) - 2 - This rod has a flanged head and the following properties. - - Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - - Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. - - Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 196 - - - Rod of Lordly Might - RD - 1 - legendary (requires attunement) - 2 - This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - - Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. - If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. - If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - - Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. - - Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. - - Terrify: While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 196 - 4d6 - - - Rod of Resurrection - RD - 1 - legendary (requires attunement by a Cleric, Druid, or Paladin) - 2 - The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). - The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. - - Source: Dungeon Master's Guide p. 197 - - - Rod of Rulership - RD - 1 - rare (requires attunement) - 2 - You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 197 - - - Rod of Security - RD - 1 - very rare - 2 - While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. - - Source: Dungeon Master's Guide p. 197 - - - Rod of the Pact Keeper, +1 - RD - 1 - uncommon (requires attunement by a Warlock) - 2 - While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. - In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. - - Source: Dungeon Master's Guide p. 197 - spell attack +1 - spell dc +1 - - - Rod of the Pact Keeper, +2 - RD - 1 - rare (requires attunement by a Warlock) - 2 - While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. - In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. - - Source: Dungeon Master's Guide p. 197 - spell attack +2 - spell dc +2 - - - Rod of the Pact Keeper, +3 - RD - 1 - very rare (requires attunement by a Warlock) - 2 - While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. - In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. - - Source: Dungeon Master's Guide p. 197 - spell attack +3 - spell dc +3 - - - Tentacle Rod - RD - 1 - rare (requires attunement) - 2 - Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. - - Source: Dungeon Master's Guide p. 208 - 1d20+9 - 1d6 - - - Ring of Acid Resistance - RG - 1 - rare (requires attunement) - - You have resistance to acid damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Air Elemental Command - RG - 1 - legendary (requires attunement) - - While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air. - The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - • You have resistance to lightning damage. - • You have a flying speed equal to your walking speed and can hover. - • You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). - - Source: Dungeon Master's Guide p. 190 - 1d4+1 - - - Ring of Animal Influence - RG - 1 - rare - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - • Animal friendship (save DC 13) - • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower - • Speak with animals - - Source: Dungeon Master's Guide p. 189 - 1d3 - - - Ring of Cold Resistance - RG - 1 - rare (requires attunement) - - You have resistance to cold damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Djinni Summoning - RG - 1 - legendary (requires attunement) - - While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - - Source: Dungeon Master's Guide p. 190 - - - Ring of Earth Elemental Command - RG - 1 - legendary (requires attunement) - - While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. - The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - • You have resistance to acid damage. - • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. - • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). - - Source: Dungeon Master's Guide p. 190 - 1d4+1 - - - Ring of Evasion - RG - 1 - rare (requires attunement) - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - - Source: Dungeon Master's Guide p. 191 - 1d3 - - - Ring of Feather Falling - RG - 1 - rare (requires attunement) - - When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - - Source: Dungeon Master's Guide p. 191 - - - Ring of Fire Elemental Command - RG - 1 - legendary (requires attunement) - - While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire. - The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - • You are immune to fire damage. - • You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). - - Source: Dungeon Master's Guide p. 190 - 1d4+1 - - - Ring of Fire Resistance - RG - 1 - rare (requires attunement) - - You have resistance to fire damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Force Resistance - RG - 1 - rare (requires attunement) - - You have resistance to force damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Free Action - RG - 1 - rare (requires attunement) - - While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - - Source: Dungeon Master's Guide p. 191 - - - Ring of Invisibility - RG - 1 - legendary (requires attunement) - - While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - - Source: Dungeon Master's Guide p. 191 - - - Ring of Jumping - RG - 1 - uncommon (requires attunement) - - While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. - - Source: Dungeon Master's Guide p. 191 - - - Ring of Lightning Resistance - RG - 1 - rare (requires attunement) - - You have resistance to lightning damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Mind Shielding - RG - 1 - uncommon (requires attunement) - - While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. - - Source: Dungeon Master's Guide p. 191 - - - Ring of Necrotic Resistance - RG - 1 - rare (requires attunement) - - You have resistance to necrotic damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Poison Resistance - RG - 1 - rare (requires attunement) - - You have resistance to poison damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Protection - RG - 1 - rare (requires attunement) - - You gain a +1 bonus to AC and saving throws while wearing this ring. - - Source: Dungeon Master's Guide p. 191 - ac +1 - saving throws +1 - - - Ring of Psychic Resistance - RG - 1 - rare (requires attunement) - - You have resistance to psychic damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Radiant Resistance - RG - 1 - rare (requires attunement) - - You have resistance to radiant damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Regeneration - RG - 1 - very rare (requires attunement) - - While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - - Source: Dungeon Master's Guide p. 191 - 1d6 - - - Ring of Shooting Stars - RG - 1 - very rare (requires attunement Outdoors at Night) - - While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. - The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - - Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring. - - Ball Lightning: You can expend 2 charges as an, action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) - - Shooting Stars. - You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - - Source: Dungeon Master's Guide p. 192 - 1d6 - 2d4 - 2d6 - 5d4 - 4d12 - - - Ring of Spell Storing - RG - 1 - rare (requires attunement) - - This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6-1 levels of stored spells chosen by the DM. - Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Spell Turning - RG - 1 - legendary (requires attunement) - - While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - - Source: Dungeon Master's Guide p. 193 - - - Ring of Swimming - RG - 1 - uncommon - - You have a swimming speed of 40 feet while wearing this ring. - - Source: Dungeon Master's Guide p. 193 - - - Ring of Telekinesis - RG - 1 - very rare (requires attunement) - - While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. - - Source: Dungeon Master's Guide p. 193 - - - Ring of the Ram - RG - 1 - rare (requires attunement) - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - - Source: Dungeon Master's Guide p. 193 - 1d3 - 1d20+7 - 2d10 - 1d20+5 - 1d20+10 - 1d20+15 - - - Ring of Three Wishes - RG - 1 - legendary - - While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. - - Source: Dungeon Master's Guide p. 193 - - - Ring of Truth Telling - RG - 1 - uncommon (requires attunement) - - While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. - - Source: Waterdeep - Dragon Heist p. 192 - - - Ring of Thunder Resistance - RG - 1 - rare (requires attunement) - - You have resistance to thunder damage while wearing this ring. - - Source: Dungeon Master's Guide p. 192 - - - Ring of Warmth - RG - 1 - uncommon (requires attunement) - - While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - - Source: Dungeon Master's Guide p. 193 - - - Ring of Water Elemental Command - RG - 1 - legendary (requires attunement) - - While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. - The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - • You can breathe underwater and have a swimming speed equal to your walking speed. - • You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). - - Source: Dungeon Master's Guide p. 190 - 1d4+1 - - - Ring of Water Walking - RG - 1 - uncommon - - While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - - Source: Dungeon Master's Guide p. 193 - - - Ring of Winter - RG - 1 - artifact (requires attunement) - - Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. - The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom. - - Sentience: - The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. - - Nondetection: - The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. - - Frozen Time: - As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. - - Cold Immunity: - While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide). - - Magic: - The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: - - • You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. - - • You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2charges). - - • You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary. - - Other Properties: - The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. - - Destroying the Ring: - The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever. - - Source: Tomb of Annihilation, p. 207 - - - Ring of X-ray Vision - RG - 1 - rare (requires attunement) - - While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - - Source: Dungeon Master's Guide p. 193 - - - Animated Shield - S - 1 - very rare (requires attunement) - 6 - While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - - Source: Dungeon Master's Guide p. 183 - 2 - - - - - Arrow-Catching Shield - S - 1 - rare (requires attunement) - 6 - You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - - Source: Dungeon Master's Guide p. 152 - 2 - - - - - Sentinel Shield - S - 1 - uncommon - 6 - While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. - - Source: Dungeon Master's Guide p. 199 - 2 - - - - - Shield - S - 6 - 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. - - 10 - Source: Player's Handbook p. 144 - 2 - - - - - Shield +1 - S - 1 - uncommon - 6 - 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 - ac +1 - 2 - - - - - Shield +2 - S - 1 - rare - 6 - 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 - ac +2 - 2 - - - - - Shield +3 - S - 1 - very rare - 6 - 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 - ac +3 - 2 - - - - - Shield of Expression - S - 1 - common - 6 - The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. - - Source: Xanathar's Guide to Everything, p. 139 - 2 - - - - - Shield of Far Sight - S - 1 - rare - 6 - A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. - If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. - - Source: Volo's Guide to Monsters, p. 81 - 2 - - - - - Shield of Missile Attraction - S - 1 - rare, cursed (requires attunement) - 6 - While holding this shield, you have resistance to damage from ranged weapon attacks. - - Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - - Source: Dungeon Master's Guide p. 200 - 2 - - - - - Spellguard Shield - S - 1 - very rare (requires attunement) - 6 - While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you - - Source: Dungeon Master's Guide p. 201 - 2 - - - - - Scroll of Protection from Aberrations - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Beasts - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Celestials - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Elementals - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Fey - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Fiends - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Plants - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Scroll of Protection from Undead - SC - 1 - rare - - Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. - - Source: Dungeon Master's Guide p. 199 - - - Spell Scroll (1st Level) - SC - 1 - common - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 200 - 1d20+SPELL - 1d20+5 - - - Spell Scroll (2nd Level) - SC - 1 - uncommon - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 201 - 1d20+SPELL - 1d20+5 - - - Spell Scroll (3rd Level) - SC - 1 - uncommon - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 202 - 1d20+SPELL - 1d20+7 - - - Spell Scroll (4th Level) - SC - 1 - rare - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 203 - 1d20+SPELL - 1d20+7 - - - Spell Scroll (5th Level) - SC - 1 - rare - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 204 - 1d20+SPELL - 1d20+9 - - - Spell Scroll (6th Level) - SC - 1 - very rare - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16 On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 205 - 1d20+SPELL - 1d20+9 - - - Spell Scroll (7th Level) - SC - 1 - very rare - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 206 - 1d20+SPELL - 1d20+10 - - - Spell Scroll (8th Level) - SC - 1 - very rare - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 207 - 1d20+SPELL - 1d20+10 - - - Spell Scroll (9th Level) - SC - 1 - legendary - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. - A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 208 - 1d20+SPELL - 1d20+11 - - - Spell Scroll (Cantrip) - SC - 1 - common - - A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. - If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10. On a failed check, the spell disappears from the scroll with no other effect. - Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. - A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. - - Source: Dungeon Master's Guide p. 199 - 1d20+SPELL - 1d20+5 - - - Gulthias Staff - ST - 1 - rare (requires attunement) - 4 - Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk. - If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. - - Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). - - Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Curse of Strahd, p. 221 - 1d6+4 - - - Spider Staff - ST - 1 - requires attunement - 6 - The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. - The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. - The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. - - Proficiency: simple, quarterstaff - Source: Lost Mines of Phandelver p. 53 - 1d6+4 - - - Staff of Adornment - ST - 1 - common - 4 - If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. - - Source: Xanathar's Guide to Everything, p. 139 - - - Staff of Birdcalls - ST - 1 - common - 4 - This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. - - Source: Xanathar's Guide to Everything, p. 139 - 1d6+4 - - - Staff of Charming - ST - 1 - rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) - 4 - While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. - If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 201 - 1d8+2 - - - Staff of Defense - ST - 1 - requires attunement - 3 - This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. - While holding the staff, you have a +1 bonus to your Armor Class. - The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. - The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. - - Proficiency: simple, quarterstaff - Source: Lost Mines of Phandelver p. 53 - ac +1 - 1d6+4 - - - Staff of Fire - ST - 1 - very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) - 4 - You have resistance to fire damage while you hold this staff. - The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 201 - 1d6+4 - - - Staff of Flowers - ST - 1 - common - 4 - This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. - - Source: Xanathar's Guide to Everything, p. 139 - - - Staff of Frost - ST - 1 - very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) - 4 - You have resistance to cold damage while you hold this staff. - The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 202 - 1d6+4 - - - Staff of Healing - ST - 1 - rare (requires attunement by a Bard, Cleric, or Druid) - 4 - This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 202 - 1d6+4 - - - Staff of Power - ST - 1 - very rare (requires attunement by a Sorcerer, Warlock, or Wizard) - 4 - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. - - Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - - Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). - - Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. - You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - - Distance from Origin — Damage: - 10 ft. away or closer — 8 x the number of charges in the staff - 11 to 20 ft. away — 6 x the number of charges in the staff - 21 to 30 ft. away — 4 x the number of charges in the staff - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 202 - ac +2 - saving throws +2 - spell attack +2 - 2d8+4 - 1d6 - - - Staff of Striking - ST - 1 - very rare (requires attunement) - 4 - This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 203 - 1d6 - 2d6 - 3d6 - 1d6+4 - - - Staff of Swarming Insects - ST - 1 - rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) - 4 - This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - - Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). - - Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 203 - 1d6+4 - - - Staff of the Adder - ST - 1 - uncommon (requires attunement by a Cleric, Druid, or Warlock) - 4 - You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. - You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. - The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 203 - 1d6 - 3d6 - - - Staff of the Forgotten One - ST - 1 - artifact (requires attunement by a sorcerer, warlock, or wizard) - 4 - This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. - - Beneficial Properties: - While the staff is on your person, you gain the following benefits: - - • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. - - • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. - - • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. - - • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. - - Invoke Curse: - The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. - - The Forgotten One: - The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. - - Destroying the Staff:. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. - Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well. - - Proficiency: simple, quarterstaff - Source: Tomb of Annihilation, p. 208 - arcana+%0 - history+%0 - 1d4+3 - 24d10 - - - Staff of the Magi - ST - 1 - legendary (requires attunement by a Sorcerer, Warlock, or Wizard) - 4 - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - - Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - - Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). - You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. - - Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. - You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - - Distance from Origin — Damage: - 10 ft. away or closer — 8 x the number of charges in the staff - 11 to 20 ft. away — 6 x the number of charges in the staff - 21 to 30 ft. away — 4 x the number of charges in the staff - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 203 - spell attack +2 - 4d6+2 - - - Staff of the Python - ST - 1 - uncommon (requires attunement by a Cleric, Druid, or Warlock) - 4 - You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 204 - - - Staff of the Woodlands - ST - 1 - rare (requires attunement by a Druid) - 4 - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - - Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). - You can also use an action to cast the pass without trace spell from the staff without using any charges. - - Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 204 - spell attack +2 - 1d6+4 - - - Staff of Thunder and Lightning - ST - 1 - very rare (requires attunement) - 4 - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. - - Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - - Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - - Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - - Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. - - Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 204 - 2d6 - 9d6 - - - Staff of Withering - ST - 1 - rare (requires attunement by a Cleric, Druid, or Warlock) - 4 - This staff has 3 charges and regains 1d3 expended charges daily at dawn. - The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 205 - 1d3 - 2d10 - - - Alchemy Jug - W - 1 - uncommon - 12 - This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. - You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. - Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. - - Liquid — Max Amount: - Acid — 8 ounces - Basic poison — 1/2 ounce - Beer — 4 gallons - Honey — 1 gallon - Mayonnaise — 2 gallons - Oil — 1 quart - Vinegar — 2 gallons - Water, fresh — 8 gallons - Water, salt — 12 gallons - Wine — 1 gallon - - Source: Dungeon Master's Guide p. 150 - - - Amulet of Health - W - 1 - rare (requires attunement) - 1 - Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is 19 or higher without it. - - Source: Dungeon Master's Guide p. 150 - - - Amulet of Proof Against Detection and Location - W - 1 - uncommon (requires attunement) - 1 - While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. - - Source: Dungeon Master's Guide p. 150 - - - Amulet of Protection from Turning - W - 1 - rare (requires attunement) - 1 - While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. - If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. - Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. - - Source: Tales from the Yawning Portal, p. 228 - - - Amulet of the Black Skull - W - 1 - very rare (requires attunement) - - This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. - The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. - If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. - - d100 — Transformation - 01–20 — The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. - 21–35 — You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. - 36–50 — You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. - 51–70 — You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. - 71–95 — You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. - 96–00 — You become petrified. This effect can be ended only with a greater restoration spell or similar magic. - - Source: Tomb of Annihilation, p. 206 - 1d6 - - - Amulet of the Planes - W - 1 - very rare (requires attunement) - 1 - While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - - Source: Dungeon Master's Guide p. 150 - - - Apparatus of Kwalish - W - 1 - legendary - 500 - This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. - The apparatus of Kwalish is a Large object with the following statistics: - - Armor Class: 20 - Hit Points: 200 - Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) - Damage Immunities: poison, psychic - To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. - The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. - A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. - - Apparatus of Kwalish Levers: - 1 — Up: Legs and tail extend, allowing the apparatus to walk and swim. - 1 — Down: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. - 2 — Up: Forward window shutter opens. - 2 — Down: Forward window shutter closes. - 3 — Up: Side window shutters open (two per side). - 3 — Down: Side window shutters close (two per side). - 4 — Up: Two claws extend from the front sides of the apparatus. - 4 — Down: The claws retract. - 5 — Up: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. - 5 — Down: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). - 6 — Up: The apparatus walks or swims forward. - 6 — Down: The apparatus walks or swims backward. - 7 — Up: The apparatus turns 90 degrees left. - 7 — Down: The apparatus turns 90 degrees right. - 8 — Up: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. - 8 — Down: The light turns off. - 9 — Up: The apparatus sinks as much as 20 feet in liquid. - 9 — Down: The apparatus rises up to 20 feet in liquid. - 10 — Up: The rear hatch unseals and opens. - 10 — Down: The rear hatch closes and seals. - - Source: Dungeon Master's Guide p. 151 - 1d20+8 - 2d6 - - - Badge of The Watch - W - 1 - rare (requires attunement from someone designated by the Open Lord of Waterdeep) - A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. - While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield. - If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended. - As an action, the Open Lord can touch the badge and end your attunement to it. - - Source: Waterdeep - Dragon Heist p. 189 - ac +2 - - - Bag of Beans - W - 1 - rare - 0.5 - Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. - If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. - - d100 — Effect: - 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. - 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. - 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. - 21-30 — An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. - 31-40 — A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). - 41-50 — 1d6+6 shriekers sprout (see the Monster Manual for statistics). - 51-60 — 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. - 61-70 — A hungry bulette (see the Monster Manual for statistics) burrows up and attacks. - 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. - 81-90 — A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. - 91-99 — A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice. - 00 — A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. - - Source: Dungeon Master's Guide p. 152 - 5d4 - 1d100 - - - Bag of Devouring - W - 1 - very rare - 0.5 - This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. - If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - - Source: Dungeon Master's Guide p. 153 - - - Bag of Holding - W - 1 - uncommon - 15 - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - - Source: Dungeon Master's Guide p. 153 - - - Bag of Tricks, Gray - W - 1 - uncommon - 0.5 - This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. - The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. - Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - - d8 — Creature: - 1 — Weasel - 2 — Giant rat - 3 — Badger - 4 — Boar - 5 — Panther - 6 — Giant badger - 7 — Dire wolf - 8 — Giant elk - - Source: Dungeon Master's Guide p. 154 - 1d8 - - - Bag of Tricks, Rust - W - Dawnbringer - M - uncommon - 0.5 - This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. - The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. - Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - - d8 — Creature: - 1 — Rat - 2 — Owl - 3 — Mastiff - 4 — Goat - 5 — Giant goat - 6 — Giant boar - 7 — Lion - 8 — Brown bear - legendary (requires attunement by a creature of non-evil alignment) - 3 - Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn. - Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it. - Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. - Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 154 - 1d8 - - - Bag of Tricks, Tan - W - 1 - uncommon - 0.5 - This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. - The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. - Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - - d8 — Creature: - 1 — Jackal - 2 — Ape - 3 — Baboon - 4 — Axe beak - 5 — Black bear - 6 — Giant weasel - 7 — Giant hyena - 8 — Tiger - - Source: Dungeon Master's Guide p. 154 - 1d8 - - - Balance of Harmony - W - 1 - uncommon - - This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. - - Source: Tales from the Yawning Portal, p. 228 - - - Balloon Pack - W - 1 - uncommon - - This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself. - When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. - After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. - - Source: Princes of the Apocalypse p. 222 - - - Banner of the Krig Rune - W - 1 - rare (requires attunement) - - Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. - - Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. - - Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. - - Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: - While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. - - Source: Storm King's Thunder, p. 235 - - - Bead of Force - W - 1 - rare - 0.0625 - This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 beads of force are found together. - You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. - An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - - Source: Dungeon Master's Guide p. 154 - 5d4 - - - Bead of Nourishment - W - 1 - common - - This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. - - Source: Xanathar's Guide to Everything, p. 136 - - - Bead of Refreshment - W - 1 - common - - This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. - - Source: Xanathar's Guide to Everything, p. 136 - - - Belt of Cloud Giant Strength - W - 1 - legendary (requires attunement) - - While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27. - - Source: Dungeon Master's Guide p. 155 - - - Belt of Dwarvenkind - W - 1 - rare (requires attunement) - - While wearing this belt, you gain the following benefits: - • Your Constitution score increases by 2, to a maximum of 20. - • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. - If you aren't a dwarf, you gain the following additional benefits while wearing the belt: - • You have advantage on saving throws against poison, and you have resistance against poison damage. - • You have darkvision out to a range of 60 feet. - • You can speak, read, and write Dwarvish. - - Source: Dungeon Master's Guide p. 155 - constitution +2 - - - Belt of Fire Giant Strength - W - 1 - very rare (requires attunement) - - While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. - - Source: Dungeon Master's Guide p. 155 - - - Belt of Frost Giant Strength - W - 1 - very rare (requires attunement) - - While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. - - Source: Dungeon Master's Guide p. 155 - - - Belt of Hill Giant Strength - W - 1 - rare (requires attunement) - - While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. - - Source: Dungeon Master's Guide p. 155 - - - Belt of Stone Giant Strength - W - 1 - very rare (requires attunement) - - While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. - - Source: Dungeon Master's Guide p. 155 - Proficiency: martial, longsword, shortsword - Source: Out of the Abyss, p. 222 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V, F - - Belt of Storm Giant Strength - W - Dragonstaff of Ahghairon - ST - - While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. - 4 - While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). - A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. - The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. - Source: Dungeon Master's Guide p. 155 - Proficiency: simple, quarterstaff - Source: Waterdeep - Dragon Heist p. 191 - 2d8+4 - 1d6 - Black Dragon Mask - W - Dragontooth Dagger - M - legendary (requires attunement) - - This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. - - Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. - - Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. - - Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. - rare - 1 - A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. - You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. - Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6. - Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - Water Breathing: You can breathe underwater. - - Source: Hoard of the Dragon Queen p. 94 - - - Blod Stone - W - 1 - rare (requires attunement) - - This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. - This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - Source: Storm King's Thunder, p. 235 - Proficiency: simple, dagger - Source: The Rise of Tiamat p. 94 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - 1d6 - Blue Dragon Mask - W - Drown - M - - This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. - - Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. - - Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. - - Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. - - Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. - - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. - 4 - A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. - You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. - Water Mastery: You gain the following benefits while you hold Drown: - • You can speak Aquan fluently. - • You have resistance to cold damage. - • You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn. - Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn. - Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. - Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn. - - Source: Rise of Tiamat Online Supplement p. 4 - - - Book of Exalted Deeds - W - 1 - artifact (requires attunement by a creature of good alignment) - 5 - The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. - The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. - A heavy clasp, wrought to look like angel wings,. keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. - Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. - - Random Properties: The Book of Exalted Deeds has the following random properties: - • 2 minor beneficial properties - • 2 major beneficial properties - - Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. - - Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. - - Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage. - - Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. - - Source: Dungeon Master's Guide p. 222 - wisdom +2 - - - Book of Vile Darkness - W - 1 - artifact (requires attunement) - 5 - The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. - Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. - Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. - Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. - A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. - Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. - The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. - - Random Properties: The Book of Vile Darkness has the following random properties: - • 3 minor beneficial properties - • 1 major beneficial property - • 3 minor detrimental properties - • 2 major detrimental properties - - Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. - - Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. - - Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. - - Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. - - Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. - - Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. - If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. - A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. - If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. - - Source: Dungeon Master's Guide p. 222 - - - Boots of Elvenkind - W - 1 - uncommon - - While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - - Source: Dungeon Master's Guide p. 155 - - - Boots of False Tracks - W - 1 - common - - Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. - - Source: Xanathar's Guide to Everything, p. 136 - - - Boots of Levitation - W - 1 - rare (requires attunement) - - While you wear these boots, you can use an action to cast the levitate spell on yourself at will. - - Source: Dungeon Master's Guide p. 155 - - - Boots of Speed - W - 1 - rare (requires attunement) - - While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - - Source: Dungeon Master's Guide p. 155 - - - Boots of Striding and Springing - W - 1 - uncommon (requires attunement) - - While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. - - Source: Dungeon Master's Guide p. 156 - - - Boots of the Winterlands - W - 1 - uncommon (requires attunement) - - These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - • You have resistance to cold damage. - • You ignore difficult terrain created by ice or snow. - • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - - Source: Dungeon Master's Guide p. 156 - - - Bowl of Commanding Water Elementals - W - 1 - rare - 3 - While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. - The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - - Source: Dungeon Master's Guide p. 156 - - - Bracelet of Rock Magic - W - 1 - very rare, cursed (requires attunement) - - While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. - Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. - - Source: Tales from the Yawning Portal, p. 228 - - - Bracers of Archery - W - 1 - uncommon (requires attunement) - - While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - - Source: Dungeon Master's Guide p. 156 - - - Bracers of Defense - W - 1 - rare (requires attunement) - - While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - - Source: Dungeon Master's Guide p. 156 - ac +2 - - - Bracers of Flying Daggers - W - 1 - rare (requires attunement) - - This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. - - Source: Waterdeep - Dragon Heist p. 190 - - - Brazier of Commanding Fire Elementals - W - 1 - rare - 5 - While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. - The brazier weighs 5 pounds. - - Source: Dungeon Master's Guide p. 156 - - - Brooch of Shielding - W - 1 - uncommon (requires attunement) - - While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. - - Source: Dungeon Master's Guide p. 156 - - - Broom of Flying - W - 1 - uncommon - 3 - This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. - - Source: Dungeon Master's Guide p. 156 - - - Candle of Invocation - W - 1 - very rare (requires attunement) - - This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - d20 — Alignment: - 1-2 — Chaotic evil - 3-4 — Chaotic Neutral - 5-7 — Chaotic good - 8-9 — Neutral evil - 10-11 — Neutral - 12-13 — Neutral good - 14-15 — Lawful evil - 16-17 — Lawful neutral - 18-20 — Lawful good - - The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. - While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. - Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. - - Source: Dungeon Master's Guide p. 157 - - - Candle of the Deep - W - 1 - common - - The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. - - Source: Xanathar's Guide to Everything, p. 136 - - - Cap of Water Breathing - W - 1 - uncommon - - While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. - - Source: Dungeon Master's Guide p. 157 - - - Cape of the Mountebank - W - 1 - rare - - This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. - When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - - Source: Dungeon Master's Guide p. 157 - - - Carpet of Flying, 3 ft. x 5 ft. - W - 1 - very rare - - You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - Source: Dungeon Master's Guide p. 157 - - - Carpet of Flying, 4 ft. x 6 ft. - W - 1 - very rare - - You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - Source: Dungeon Master's Guide p. 157 - - - Carpet of Flying, 5 ft. x 7 ft. - W - 1 - very rare - - You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - Source: Dungeon Master's Guide p. 157 - - - Carpet of Flying, 6 ft. x 9 ft. - W - 1 - very rare - - You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - A 6 ft.x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - Source: Dungeon Master's Guide p. 157 - - - Censer of Controlling Air Elementals - W - 1 - rare - 1 - While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. - This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - - Source: Dungeon Master's Guide p. 158 - - - Charlatan's Die - W - 1 - common (requires attunement) - - Whenever you roll this six-sided die, you can control which number it rolls. - - Source: Xanathar's Guide to Everything, p. 136 - - - Charm of Plant Command - W - 1 - rare (requires attunement) - This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. - This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut's Fate) - - Source: Ghosts of Saltmash p. 229 - - - Chime of Opening - W - 1 - rare - 1 - This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. - The chime can be used ten times. After the tenth time it cracks and becomes useless. - - Source: Dungeon Master's Guide p. 158 - - - Circlet of Blasting - W - 1 - uncommon - - While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 158 - 1d20+5 - Proficiency: martial, trident - Source: Princes of the Apocalypse p. 224 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - M,T,V - 20/60 - 1d8 - Claw of the Wyrm Rune - W - Greater Silver Sword - M - rare (requires attunement) - - This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. - - Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. - - Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. - - Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: - - While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. - legendary (requires attunement by a creature that has psionic ability) - 6 - This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Storm King's Thunder, p. 235 - Proficiency: martial, greatsword - Source: Mordenkainen's Tome of Foes, p. 89 - melee attacks +3 - melee damage +3 - 2d6 - - S - M,H,2H - - Claws of the Umber Hulk - W - Gurt's Greataxe - M - rare - - These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. - You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal) - While wearing the claws, you can't manipulate objects or cast spells with somatic components - legendary (requires attunement) - 325 - In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. - You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Princes of the Apocalypse p. 222 - Proficiency: martial, greataxe - Source: Storm King's Thunder, p. 236 - melee attacks +1 - melee damage +1 - 3d12 - - S - M,H,2H - - 2d12 - Cloak of Arachnida - W - Hazirawn - M - very rare (requires attunement) - - This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - • You have resistance to poison damage. - • You have a climbing speed equal to your walking speed. - • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. - • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. - • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. - legendary (requires attunement) - 6 - A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. - - Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6) - - Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. - - Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Dungeon Master's Guide p. 158 - Proficiency: martial, greatsword - Source: Hoard of the Dragon Queen p. 94 - melee attacks +2 - melee damage +2 - 2d6 - - S - M,H, 2H - - 1d6 - 2d6 - 1d4 - Cloak of Billowing - W - Hew - M - common - - While wearing this cloak, you can use a bonus action to make it billow dramatically. - unique - 4 - Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Xanathar's Guide to Everything, p. 136 - Proficiency: martial, battleaxe - Source: Lost Mines of Phandelver, p. 33 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - Cloak of Displacement - W - Ironfang - M - rare (requires attunement) - - While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - legendary (requires attunement) - 2 - A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth. - You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. - Earth Mastery: You gain the following benefits while you hold Ironfang: - • You can speak Terran fluently. - • You have resistance to acid damage. - • You have tremorsense out to a range of 60 feet. - • You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. - • You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn. - Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. - The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn. - Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin." - Source: Dungeon Master's Guide p. 158 - Proficiency: martial, war pick - Source: Princes of the Apocalypse p. 224 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - 1d8 - 1d3 - Cloak of Elvenkind - W - Javelin of Backbiting - M - uncommon (requires attunement) - - While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. - very rare, cursed (requires attunement) - 2 - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - Source: Dungeon Master's Guide p. 158 - Proficiency: simple, javelin - Source: Tales from the Yawning Portal, p. 229 - melee attacks +2 - melee damage +2 - 1d6 - - P - T - 60/150 - Cloak of Invisibility - W - Korolnor Scepter - M - - While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. - 2 - The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. - You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. - You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows: - - • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. - - • As an action, you can expend 2 charges to cast the sending spell from the scepter. - - • As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Source: Dungeon Master's Guide p. 158 - Proficiency: simple, club - Source: Storm King's Thunder, p. 236 - melee attacks +3 - melee damage +3 - 1d4 - - B - L - - 1d6+4 - Cloak of Many Fashions - W - Lightbringer - M - common - - While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. - unique - 4 - This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. - Source: Xanathar's Guide to Everything, p. 136 - Proficiency: simple, mace - Source: Lost Mines of Phandelver, p. 48 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - 1d6 - Cloak of Protection - W - Mind Blade Greatsword - M - uncommon (requires attunement) - - You gain a +1 bonus to AC and saving throws while you wear this cloak. - rare (requires attunement by a specific individual) - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Dungeon Master's Guide p. 159 - ac +1 - saving throws +1 - Proficiency: martial, greatsword - Source: Volo's Guide to Monsters, p. 81 - 2d6 - - S - M,H,2H - - 2d6 - Cloak of the Bat - W - Mind Blade Longsword - M - rare (requires attunement) - - While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. - rare (requires attunement by a specific individual) - 3 - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, longsword - Source: Volo's Guide to Monsters, p. 81 - 1d8 - 1d10 - S - M,V - - 2d6 - Cloak of the Manta Ray - W - Mind Blade Rapier - M - uncommon - - While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - rare (requires attunement by a specific individual) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, rapier - Source: Volo's Guide to Monsters, p. 81 - 1d8 - - P - M,F - - 2d6 - Clockwork Amulet - W - Mind Blade Scimitar - M - common - - This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. - When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. - rare (requires attunement by a specific individual) - 3 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Source: Xanathar's Guide to Everything, p. 137 - Proficiency: martial, scimitar - Source: Volo's Guide to Monsters, p. 81 - 1d6 - - S - M,F,L - - 2d6 - Clothes of Mending - W - Mind Blade Shortsword - M - common - - This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. - rare (requires attunement by a specific individual) - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Source: Xanathar's Guide to Everything, p. 137 - Proficiency: martial, shortsword - Source: Volo's Guide to Monsters, p. 81 - 1d6 - - P - M,F,L - - 2d6 - Conch of Teleportation - W - Mind Lash - M - very rare (requires attunement) - - This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. - As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. - rare (requires attunement by a mind flayer) - 3 - In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - Source: Storm King's Thunder, p. 236 - Proficiency: martial, whip - Source: Volo's Guide to Monsters, p. 81 - 1d4 - - S - M,F,R - - 2d4 - Crystal Ball - W - Moon-Touched Greatsword - M - very rare (requires attunement) - 3 - This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. - common - 6 - 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. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, greatsword - Source: Xanathar's Guide to Everything, p. 138 - 2d6 - - S - M,H,2H - - Crystal Ball of Mind Reading - W - Moon-Touched Longsword - M - legendary (requires attunement) - common - This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. - You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, longsword - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - 1d10 - S - M,V - - Crystal Ball of Telepathy - W - Moon-Touched Rapier - M - legendary (requires attunement) - 3 - This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. - While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. - common - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, rapier - Source: Xanathar's Guide to Everything, p. 138 - 1d8 - - P - M,F - - Crystal Ball of True Seeing - W - Moon-Touched Scimitar - M - legendary (requires attunement) - common - This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. - While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Source: Dungeon Master's Guide p. 159 - Proficiency: martial, scimitar - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - S - F,L - - Cube of Force - W - Moon-Touched Shortsword - M - rare (requires attunement) - - This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. - - Cube of Force Faces: - Face — Charges — Effect: - 1 — 1 — Gases, wind, and fog can't pass through the barrier. - 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. - 3 — 3 — Living matter can 't pass through the barrier. - 4 — 4 — Spell effects can 't pass through the barrier. - 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. - 6 — 0 — The barrier deactivates. - - The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - - Spell or item — Charges Lost: - Disintegrate — 1d12 - Horn of Blasting — 1d10 - Passwall — 1d6 - Prismatic spray — 1d20 - Wall of fire — 1d4 - common - 2 - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - Source: Dungeon Master's Guide p. 159 - 1d20 - Proficiency: martial, shortsword - Source: Xanathar's Guide to Everything, p. 138 - 1d6 - - P - M,F,L - - Cubic Gate - W - Orcsplitter - M - legendary - - This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. - You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. - legendary (requires attunement by a good-aligned dwarf, fighter, or paladin) - 7 - A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. - You gain the following benefits while holding this magic weapon: - • You gain a +2 bonus to attack and damage rolls made with it. - • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. - • You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location. - • You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. - Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse. - Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Dungeon Master's Guide p. 160 - 1d3 - Proficiency: martial, greataxe - Source: Princes of the Apocalypse p. 224 - melee attacks +2 - melee damage +2 - 1d12 - - S - M,H,2H - - Cursed Luckstone - W - Saint Markovia's Thighbone - M - uncommon (requires attunement) - - This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. - Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) - rare (requires attunement) - 4 - Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. - As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. - Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. - Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. - The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. - - Mace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - Source: Ghosts of Saltmarsh p. 229 - Proficiency: simple, mace - Source: Curse of Strahd, p. 222 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - Daern's Instant Fortress - W - Shatterspike - M - rare - - You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. - Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. - The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. - uncommon (requires attunement) - 3 - You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 160 - 10d10 - Proficiency: martial, longsword - Source: Tales from the Yawning Portal, p. 229 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - Dark Shard Amulet - W - Spear of Backbiting - M - common (requires attunement by a warlock) - - This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: - - • You can use the amulet as a spellcasting focus for your warlock spells. - - • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - very rare, cursed (requires attunement) - 3 - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Xanathar's Guide to Everything, p. 137 - Proficiency: simple, spear - Source: Tales from the Yawning Portal, p. 229 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - P - T,V - 50/90 - Decanter of Endless Water - W - Sunsword - M - uncommon - 2 - This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - • "Stream" produces 1 gallon of water. - • "Fountain" produces 5 gallons of water. - • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - legendary (requires attunement) - 3 - The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. - Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. - The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. - - Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. - - Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. - - Sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 161 - 1d4 - Proficiency: martial, longsword, shortsword - Source: Curse of Strahd, p. 223 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,F,V - - Deck of Illusions - W - Talon - M - uncommon - - This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. - - Playing Card — Illusion: - Ace of hearts — Red dragon - King of hearts — Knight and four guards - Queen of hearts — Succubus or incubus - Jack of hearts — Druid - Ten of hearts — Cloud giant - Nine of hearts — Ettin - Eight of hearts — Bugbear - Two of hearts — Goblin - Ace of diamonds — Beholder - King of diamonds — Archmage and mage apprentice - Queen of diamonds — Night hag - Jack of diamonds — Assassin - Ten of diamonds — Fire giant - Nine of diamonds — Ogre mage - Eight of diamonds — Gnoll - Two of diamonds — Kobold - Ace of spades — Lich - King of spades — Priest and two acolytes - Queen of spades — Medusa - Jack of spades — Veteran - Ten of spades — Frost giant - Nine of spades — Troll - Eight of spades — Hobgoblin - Two of spades — Goblin - Ace of clubs — Iron golem - King of clubs — Bandit captain and three bandits - Queen of clubs — Erinyes - Jack of clubs — Berserker - Ten of clubs — Hill giant - Nine of clubs — Ogre - Eight of clubs — Ore - Two of clubs — Kobold - jokers (2) — You (the deck's owner) - unique - 3 - Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 161 - Proficiency: martial, longsword - Source: Lost Mines of Phandelver, p. 24 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - Deck of Many Things - W - Tinderstrike - M - legendary - - Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - - Playing Card — Card: - Ace of diamonds — Vizier* - King of diamonds — Sun - Queen of diamonds — Moon - Jack of diamonds — Star - Two of diamonds — Comet* - Ace of hearts — The Fates* - King of hearts — Throne - Queen of hearts — Key - Jack of hearts — Knight - Two of hearts — Gem* - Ace of clubs — Talons* - King of clubs — The Void - Queen of clubs — Flames - Jack of clubs — Skull - Two of clubs — Idiot* - Ace of spades — Donjon* - King of spades — Ruin - Queen of spades — Euryale - Jack of spades — Rogue - Two of spades — Balance* - Joker (with TM) — Fool* - Joker (without TM) — Jester - * Found only in a deck with twenty-two cards - - - Balance: Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. - Euryale: The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. - Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - Idiot: Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. - Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - Moon: You are granted the ability to cast the wish spell 1d3 times. - Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. - Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - Skull: You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. - Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. - Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. - Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. - Throne: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as. yours. - Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - The Void: This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - legendary (requires attunement) - 1 - A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. - You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. - Fire Mastery: You gain the following benefits while you hold Tinderstrike: - • You can speak Ignan fluently. - • You have resistance to fire damage. - • You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn. - Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn. - Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences." - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - Source: Dungeon Master's Guide p. 162 - Proficiency: simple, dagger - Source: Princes of the Apocalypse p. 224 - weapon attacks +2 - weapon damage +2 - 1d4 - - P - F,L,T - 20/60 - 2d6 - Devastation Orb of Air - W - Waythe - M - very rare - - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide. - legendary (requires attunement) - 6 - Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. - You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. - The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. - Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. - Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. - - Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - - Two-Handed: This weapon requires two hands when you attack with it. - Source: Princes of the Apocalypse p. 222 - 1d4 - Proficiency: martial, greatsword - Source: Tales from the Yawning Portal, p. 229 - melee attacks +1 - melee damage +1 - 2d6 - - S - M,H,2H - - 2d6 - Devastation Orb of Earth - W - Windvane - M - very rare - - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes. - legendary (requires attunement) - 3 - A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. - You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. - Air Mastery: You gain the following benefits while you hold Windvane: - • You can speak Auran fluently. - • You have resistance to lightning damage. - • You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn. - Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn. - Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me." - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Princes of the Apocalypse p. 222 - Proficiency: simple, spear - Source: Princes of the Apocalypse p. 224 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - T,V - 20/60 - 1d6 - Devastation Orb of Fire - W - Breastplate of Gleaming - MA - very rare - - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. - common - 20 - This armor never gets dirty. - Source: Princes of the Apocalypse p. 222 - - 3d6 - Source: Xanathar's Guide to Everything, p. 136 - 15 - - - Devastation Orb of Water - W - Cast-Off Breastplate - MA - very rare - - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. - common - 20 - You can doff this armor as an action. - Source: Princes of the Apocalypse p. 222 - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - Dimensional Shackles - W - Cast-Off Chain Shirt - MA - rare - - You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. - You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles. - common - 20 - You can doff this armor as an action. - Source: Dungeon Master's Guide p. 165 - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - Draakhorn - W - Cast-Off Half Plate Armor - MA - unique - - The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. - The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. - Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. - Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry. - For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. - While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. - common - 40 - You can doff this armor as an action. - Source: The Rise of Tiamat p. 93 - 6d8 - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - Dread Helm - W - Cast-Off Hide Armor - MA - - This fearsome steel helm makes your eyes glow red while you wear it. - 12 - You can doff this armor as an action. - Source: Xanathar's Guide to Everything, p. 137 - Source: Xanathar's Guide to Everything, p. 136 - 12 - - - Driftglobe - W - Cast-Off Scale Mail - MA - uncommon - 1 - This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. - You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. - common - 45 - You can doff this armor as an action. - Source: Dungeon Master's Guide p. 166 - Source: Xanathar's Guide to Everything, p. 136 - 14 - - 1 - Dust of Disappearance - W - Chain Shirt of Gleaming - MA - uncommon - - Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - common - 20 - This armor never gets dirty. - Source: Dungeon Master's Guide p. 166 - Source: Xanathar's Guide to Everything, p. 136 - 14 - - - Dust of Dryness - W - Dragonguard - MA - uncommon - - This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. - Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. - An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - unique - 20 - This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. - Source: Dungeon Master's Guide p. 166 - 10d6 - Source: Lost Mines of Phandelver, p. 48 - ac +1 - 15 - - - Dust of Sneezing and Choking - W - Half Plate Armor of Gleaming - MA - uncommon - - Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. - When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. - common - 40 - This armor never gets dirty. - Source: Dungeon Master's Guide p. 166 - Source: Xanathar's Guide to Everything, p. 136 - 16 - - 1 - Eagle Whistle - W - Hide Armor of Gleaming - MA - rare - - While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. - The whistle has three uses. It regains expended uses daily at dawn. - common - 12 - This armor never gets dirty. - Source: Tales from the Yawning Portal, p. 228 - Source: Xanathar's Guide to Everything, p. 136 - 13 - - - Ear Horn of Hearing - W - Scale Mail of Gleaming - MA - - While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. - 45 - This armor never gets dirty. - Source: Xanathar's Guide to Everything, p. 137 - Source: Xanathar's Guide to Everything, p. 136 - 15 - - 1 - Efreeti Bottle - W - Smoldering Breastplate - MA - very rare - 1 - This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics. - The first time the bottle is opened, the DM rolls to determine what happens. - - d100 — Effect: - 01-10 — The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. - 11-90 — The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. - 91-00 — The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - Source: Dungeon Master's Guide p. 167 - Source: Xanathar's Guide to Everything, p. 139 - 15 - - - Elemental Gem, Blue Sapphire - W - Smoldering Chain Shirt - MA - uncommon - - This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - common - 20 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - Source: Dungeon Master's Guide p. 167 - Source: Xanathar's Guide to Everything, p. 139 - 14 - - - Elemental Gem, Emerald - W - Smoldering Half Plate Armor - MA - uncommon - - This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - common - 40 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - Source: Dungeon Master's Guide p. 167 - Source: Xanathar's Guide to Everything, p. 139 - 16 - - 1 - Elemental Gem, Red Corundum - W - Smoldering Hide Armor - MA - uncommon - - This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - common - 12 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - Source: Dungeon Master's Guide p. 167 - Source: Xanathar's Guide to Everything, p. 139 - 13 - - - Elemental Gem, Yellow Diamond - W - Smoldering Scale Mail - MA - uncommon - - This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - common - 45 - Wisps of harmless, odorless smoke rise from this armor while it is worn. - Source: Dungeon Master's Guide p. 167 - Source: Xanathar's Guide to Everything, p. 139 - 15 - - 1 - Enduring Spellbook - W - 1 - common - - This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. - Spiked Armor - MA - 45 - 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. - Source: Xanathar's Guide to Everything, p. 137 - 75 - Source: Sword Coast Adventurer's Guide, p. 121 - 14 - - YES - Ersatz Eye - W - Bottled Breath - P - common (requires attunement) - - This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. - uncommon - 0.5 - This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. - If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. - Source: Xanathar's Guide to Everything, p. 137 - Source: Princes of the Apocalypse p. 222 - Eversmoking Bottle - W - Potion of Beast Mind Control - P - uncommon - 1 - Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - rare - 0.5 - When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - Source: Dungeon Master's Guide p. 168 - Source: Tales from the Yawning Portal, p. 229 - Eye of Vecna - W - Potion of Giant Size - P - artifact (requires attunement) - legendary - Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. - Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. - Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. - The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. - To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. - To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. - - Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: - • 1 minor beneficial property - • 1 major beneficial property - • 1 minor detrimental property - - Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: - • You have truesight. - • You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. - • The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. - - Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: - • You are immune to disease and poison. - • Using the eye's X-ray vision never causes you to suffer exhaustion. - • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. - • If you start your turn with at least 1 hit point, you regain 1d100 hit points. - • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. - • You can use an action to cast wish. This property can't be used again until 30 days have passed. - - Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. - When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. - Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands. - When the effect ends, any hit points you have above your hit point maximum become temporary hit points. - This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. - Source: Dungeon Master's Guide p. 224 - Source: Storm King's Thunder, p. 238 - Eyes of Charming - W - Potion of Human Mind Control - P - uncommon (requires attunement) - - These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - rare - 0.5 - When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - Source: Dungeon Master's Guide p. 168 - Source: Tales from the Yawning Portal, p. 229 - Eyes of Minute Seeing - W - Potion of Monster Mind Control - P - uncommon - - These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - very rare - 0.5 - When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. - If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. - Source: Dungeon Master's Guide p. 168 - Source: Tales from the Yawning Portal, p. 229 - Eyes of the Eagle - W - Seeker Dart - R - uncommon (requires attunement) - - These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. - uncommon - 0.25 - This small dart is decorated with designs like windy spirals that span the length of its shaft. - When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. - When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - Source: Dungeon Master's Guide p. 168 - Proficiency: simple, dart - Source: Princes of the Apocalypse p. 223 - 1d4 - - P - F,T - 20/60 - 3d4 - Feather of Diatryma Summoning - W - Storm Boomerang - R - rare (requires attunement) - uncommon - This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. - When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. - The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. - This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand. - Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - Source: Waterdeep - Dragon Heist p. 191 - Proficiency: simple, javelin - Source: Princes of the Apocalypse p. 223 - 1d4 - - B - - 60/120 - 3d4 - Figurine of Wondrous Power, Bronze Griffon - W - Ring of Truth Telling - RG - rare - uncommon (requires attunement) - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Bronze Griffon. - This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. - While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. - Source: Dungeon Master's Guide p. 169 - Source: Waterdeep - Dragon Heist p. 192 - Figurine of Wondrous Power, Ebony Fly - W - Ring of Winter - RG - rare - artifact (requires attunement) - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Ebony Fly. - This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 day have passed. - Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring. - The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom. - - Sentience: - The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. - - Nondetection: - The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. - - Frozen Time: - As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. - - Cold Immunity: - While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide). - - Magic: - The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: - - • You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. - - • You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2charges). - - • You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary. - - Other Properties: - The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax. - - Destroying the Ring: - The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever. - Source: Dungeon Master's Guide p. 169 - Source: Tomb of Annihilation, p. 207 - Figurine of Wondrous Power, Golden Lions - W - Shield of Expression - S - rare - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Golden Lions. - These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. - common - 6 - The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. - Source: Dungeon Master's Guide p. 169 - Source: Xanathar's Guide to Everything, p. 139 - 2 - - - Figurine of Wondrous Power, Ivory Goats - W - Shield of Far Sight - S - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Ivory Goats. - These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: - • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. - • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. - • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. - 6 - A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. - If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. - Source: Dungeon Master's Guide p. 169 - Source: Volo's Guide to Monsters, p. 81 - 2 - - - Figurine of Wondrous Power, Marble Elephant - W - Gulthias Staff - ST - rare - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - rare (requires attunement) - 4 - Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk. - If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. - - Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). - - Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. - Marble Elephant. - This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Source: Dungeon Master's Guide p. 170 - Proficiency: simple, quarterstaff - Source: Curse of Strahd, p. 221 - 1d6+4 - Figurine of Wondrous Power, Obsidian Steed - W - Spider Staff - ST - very rare - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Obsidian Steed. - This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. - If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. - requires attunement - 6 - The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. - The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. - The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. - Source: Dungeon Master's Guide p. 170 - Proficiency: simple, quarterstaff - Source: Lost Mines of Phandelver p. 53 - 1d6+4 - Figurine of Wondrous Power, Onyx Dog - W - Staff of Adornment - ST - rare - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Onyx Dog. - This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. - common - 4 - If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. - Source: Dungeon Master's Guide p. 170 - Source: Xanathar's Guide to Everything, p. 139 - Figurine of Wondrous Power, Serpentine Owl - W - Staff of Birdcalls - ST - rare - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Serpentine Owl. - This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. - common - 4 - This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. - Source: Dungeon Master's Guide p. 170 - Source: Xanathar's Guide to Everything, p. 139 - 1d6+4 - Figurine of Wondrous Power, Silver Raven - W - Staff of Defense - ST - uncommon - - A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - - Silver Raven. - This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. - requires attunement - 3 - This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. - While holding the staff, you have a +1 bonus to your Armor Class. - The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. - The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. - Source: Dungeon Master's Guide p. 170 - Proficiency: simple, quarterstaff - Source: Lost Mines of Phandelver p. 53 - ac +1 - 1d6+4 - Folding Boat - W - Staff of Flowers - ST - rare - common - This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. - Source: Dungeon Master's Guide p. 170 - Source: Xanathar's Guide to Everything, p. 139 - Gauntlets of Ogre Power - W - Staff of the Forgotten One - ST - uncommon (requires attunement) - - Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. - artifact (requires attunement by a sorcerer, warlock, or wizard) - 4 - This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. - - Beneficial Properties: - While the staff is on your person, you gain the following benefits: - - • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. - - • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. - - • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. - - • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. - - Invoke Curse: - The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. - - The Forgotten One: - The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. - - Destroying the Staff:. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. - Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well. - Source: Dungeon Master's Guide p. 171 - Proficiency: simple, quarterstaff - Source: Tomb of Annihilation, p. 208 - arcana+%0 - history+%0 - 1d4+3 - 24d10 - Gavel of the Venn Rune - Amulet of Protection from Turning - - This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. - - Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. - - Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. - - Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: - - Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. - 1 - While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. - If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. - Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. - Source: Storm King's Thunder, p. 236 - Source: Tales from the Yawning Portal, p. 228 - Gem of Brightness - Amulet of the Black Skull - uncommon - 1 - This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. - • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp. - very rare (requires attunement) - - This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. - The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. - If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. - - d100 — Transformation - 01–20 — The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. - 21–35 — You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. - 36–50 — You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. - 51–70 — You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. - 71–95 — You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. - 96–00 — You become petrified. This effect can be ended only with a greater restoration spell or similar magic. - Source: Dungeon Master's Guide p. 171 - Source: Tomb of Annihilation, p. 206 - 1d6 - Gem of Seeing - Badge of The Watch - rare (requires attunement) - 1 - This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - The gem regains 1d3 expended charges daily at dawn. - rare (requires attunement from someone designated by the Open Lord of Waterdeep) - A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. - While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield. - If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended. - As an action, the Open Lord can touch the badge and end your attunement to it. - Source: Dungeon Master's Guide p. 172 - 1d3 - Source: Waterdeep - Dragon Heist p. 189 - ac +2 - Ghost Lantern - Balance of Harmony - rare (requires attunement) - uncommon - A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. - While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. - If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. - The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. - This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. - Source: Tomb of Annihilation, p. 206 - Source: Tales from the Yawning Portal, p. 228 - Gloves of Missile Snaring - Balloon Pack - uncommon (requires attunement) - uncommon - These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself. - When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. - After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. - Source: Dungeon Master's Guide p. 172 - 1d10+Dex - Source: Princes of the Apocalypse p. 222 - Gloves of Swimming and Climbing - Banner of the Krig Rune - uncommon (requires attunement) - rare (requires attunement) - While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. - - Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. - - Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. - - Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: - While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. - Source: Dungeon Master's Guide p. 172 - Source: Storm King's Thunder, p. 235 - Gloves of Thievery - Bead of Nourishment - uncommon - common - These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. - This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. - Source: Dungeon Master's Guide p. 172 - Source: Xanathar's Guide to Everything, p. 136 - Goggles of Night - Bead of Refreshment - uncommon - common - While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. - This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. - Source: Dungeon Master's Guide p. 172 - Source: Xanathar's Guide to Everything, p. 136 - Green Dragon Mask - Black Dragon Mask - This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties - This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. - Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. - Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. - Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. - Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. - Source: Rise of Tiamat Online Supplement p. 4 - Source: Hoard of the Dragon Queen p. 94 - Hand of Vecna - Blod Stone - artifact (requires attunement) - rare (requires attunement) - Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. - Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. - Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. - The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. - To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. - To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. - - Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: - • 1 minor beneficial property - • 1 major beneficial property - • 1 minor detrimental property - - Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits: - • Your Strength score becomes 20, unless it is already 20 or higher. - • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. - • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. - - Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: - • You are immune to disease and poison. - • Using the eye's X-ray vision never causes you to suffer exhaustion. - • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. - • If you start your turn with at least 1 hit point, you regain 1d100 hit points. - • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. - • You can use an action to cast wish. This property can't be used again until 30 days have passed. - - Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. - This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. - This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. - Source: Dungeon Master's Guide p. 224 - Source: Storm King's Thunder, p. 235 - Hat of Disguise - Blue Dragon Mask - uncommon (requires attunement) - legendary (requires attunement) - While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. - This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. - - Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. - - Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. - - Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. - - Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. - - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. - - Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. - - Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn. - Source: Dungeon Master's Guide p. 173 - Source: Rise of Tiamat Online Supplement p. 4 - Hat of Vermin - Boots of False Tracks - This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. - - Source: Xanathar's Guide to Everything, p. 137 - - - Hat of Wizardry - W - 1 - common (requires attunement by a wizard) - - This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - - Source: Xanathar's Guide to Everything, p. 137 - - - Headband of Intellect - W - 1 - uncommon (requires attunement) - - Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. - Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. - Source: Dungeon Master's Guide p. 173 - Source: Xanathar's Guide to Everything, p. 136 - Hell Hound Cloak - Bracelet of Rock Magic - rare, cursed (requires attunement) - very rare, cursed (requires attunement) - This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. - Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. - The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. - While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. - Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. - Helm of Brilliance - Bracers of Flying Daggers - very rare (requires attunement) - rare (requires attunement) - This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - You gain the following benefits while wearing it: - • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. - • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. - • As long as the helm has at least one ruby, you have resistance to fire damage. - • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. - Source: Dungeon Master's Guide p. 173 - 1d6 - Source: Waterdeep - Dragon Heist p. 190 - Helm of Comprehending Languages - Candle of the Deep - uncommon - common - While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. - The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. - Source: Dungeon Master's Guide p. 173 - Source: Xanathar's Guide to Everything, p. 136 - Helm of Telepathy - Charlatan's Die - uncommon (requires attunement) - common (requires attunement) - While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. - While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. - Whenever you roll this six-sided die, you can control which number it rolls. - Source: Dungeon Master's Guide p. 174 - Source: Xanathar's Guide to Everything, p. 136 - Helm of Teleportation - Charm of Plant Command - - This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. - This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. - This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut's Fate) - Source: Dungeon Master's Guide p. 174 - 1d3 - Source: Ghosts of Saltmash p. 229 - Helm of Underwater Action - Claw of the Wyrm Rune - uncommon (requires attunement) - rare (requires attunement) - While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut's Fare) - This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. - - Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. - - Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. - - Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: - - While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. - Source: Ghosts of Saltmarsh p. 229 - Source: Storm King's Thunder, p. 235 - Heward's Handy Haversack - Claws of the Umber Hulk - 5 - This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - - These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. - You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal) - While wearing the claws, you can't manipulate objects or cast spells with somatic components - Source: Dungeon Master's Guide p. 174 - Source: Princes of the Apocalypse p. 222 - Heward's Handy Spice Pouch - Cloak of Billowing - This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains1d6+4 expended charges daily at dawn. - While wearing this cloak, you can use a bonus action to make it billow dramatically. - Source: Xanathar's Guide to Everything, p. 137 - 1d6+4 - Source: Xanathar's Guide to Everything, p. 136 - Holy Symbol of Ravenkind - Cloak of Many Fashions - legendary (requires attunement by a cleric or paladin of good alignment) - common - The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. - The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. - The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn. - - Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. - - Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. - - Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). - - Source: Curse of Strahd, p. 222 - 1d6+4 - - - Horn of Blasting - W - 1 - rare - 2 - You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. - Source: Dungeon Master's Guide p. 174 - 5d6 - Source: Xanathar's Guide to Everything, p. 136 - Horn of Silent Alarm - Clockwork Amulet - This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. - This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. - When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. - 1d4 - - - Horn of Valhalla, Brass - W - 1 - rare - 2 - You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - A brass horn summons 3d4+3 berserkers. To use the brass horn, you must be proficient with all simple weapons. - If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - - Source: Dungeon Master's Guide p. 175 - 3d4+3 - - - Horn of Valhalla, Bronze - W - 1 - very rare - 2 - You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - A bronze horn summons 4d4+4 berserkers. To use the bronze horn, you must be proficient with medium armor. - If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - - Source: Dungeon Master's Guide p. 175 - 4d4+4 - Horn of Valhalla, Iron - W - 1 - legendary - 2 - You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - The iron horn summons 5d4+5 berserkers. To use the iron horn, you must be proficient with all martial weapons. - If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - - Source: Dungeon Master's Guide p. 175 - 5d4+5 - - - Horn of Valhalla, Silver - W - 1 - rare - 2 - You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - The silver horn summons 2d4+2 berserkers. - The berserkers are friendly to you and your companions and follow your commands. - - Source: Dungeon Master's Guide p. 175 - 2d4+2 - - - Horseshoes of a Zephyr - Clothes of Mending - very rare - common - These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. - Source: Dungeon Master's Guide p. 175 - Source: Xanathar's Guide to Everything, p. 137 - Horseshoes of Speed - Conch of Teleportation - rare - very rare (requires attunement) - These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. - - Source: Dungeon Master's Guide p. 175 - - - Icon of Ravenloft - W - 1 - legendary (requires attunement by a creature of good alignment) - 10 - The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. - The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. - While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. - - Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. - - Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. - - Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn. - This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds. - As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. - Source: Curse of Strahd, p. 222 - Source: Storm King's Thunder, p. 236 - Infernal Tack - Cursed Luckstone - legendary (requires attunement by a creature of evil alignment) - uncommon (requires attunement) - A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. - This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. - Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) - Source: Mordenkainen's Tome of Foes, p. 167 - Source: Ghosts of Saltmarsh p. 229 - Ingot of the Skold Rune - Dark Shard Amulet - very rare (requires attunement) - common (requires attunement by a warlock) - This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. - - Runic Shield: You have a +1 bonus to AC. - - Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. - - Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: - This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: - Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. - • You can use the amulet as a spellcasting focus for your warlock spells. - Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it. - • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - Source: Storm King's Thunder, p. 236 - ac +1 - Source: Xanathar's Guide to Everything, p. 137 - Insignia of Claws - Devastation Orb of Air - uncommon - very rare - The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. - While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide. - Source: Hoard of the Dragon Queen p. 94 - melee attacks +1 - melee damage +1 - Source: Princes of the Apocalypse p. 222 - 1d4 - Instrument of Illusions - Devastation Orb of Earth - common (requires attunement) - very rare - While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes. - Source: Xanathar's Guide to Everything, p. 137 - Source: Princes of the Apocalypse p. 222 - Instrument of Scribing - Devastation Orb of Fire - common (requires attunement) - very rare - This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. - Source: Xanathar's Guide to Everything, p. 138 - Source: Princes of the Apocalypse p. 222 - - 3d6 - Instrument of the Bards, Anstruth Harp - Devastation Orb of Water - very rare (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. - very rare - - A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. - A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. - A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. - Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. - Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. - Source: Dungeon Master's Guide p. 176 - Source: Princes of the Apocalypse p. 222 - Instrument of the Bards, Canaith Mandolin - Draakhorn - rare (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). - unique - - The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. - The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. - Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. - Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry. - For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. - While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. - Source: Dungeon Master's Guide p. 176 - Source: The Rise of Tiamat p. 93 - 6d8 - Instrument of the Bards, Cli Lyre - Dread Helm - rare (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. - common - - This fearsome steel helm makes your eyes glow red while you wear it. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - Instrument of the Bards, Doss Lute - Eagle Whistle - uncommon (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. - rare - - While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. - The whistle has three uses. It regains expended uses daily at dawn. - Source: Dungeon Master's Guide p. 176 - Source: Tales from the Yawning Portal, p. 228 - Instrument of the Bards, Fochlucan Bandore - Ear Horn of Hearing - uncommon (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. - common - - While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - Instrument of the Bards, Mac-Fuirmidh Cittern - Enduring Spellbook - uncommon (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. - common - - This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - Instrument of the Bards, Ollamh Harp - Ersatz Eye - legendary (requires attunement by a Bard) - 2 - An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. - You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. - When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus - All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. - In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. - common (requires attunement) - - This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - Ioun Stone, Absorption - Feather of Diatryma Summoning - very rare (requires attunement) - rare (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Absorption. - While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. - When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. - The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. - Source: Dungeon Master's Guide p. 176 - Source: Waterdeep - Dragon Heist p. 191 - Ioun Stone, Agility - Gavel of the Venn Rune - very rare (requires attunement) - rare (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Agility. - Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. - - Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. - - Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. - - Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: - - Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. - Source: Dungeon Master's Guide p. 176 - dexterity +2 - Source: Storm King's Thunder, p. 236 - Ioun Stone, Awareness - Ghost Lantern - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Awareness. - You can't be surprised while this dark blue rhomboid orbits your head. - A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. - While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. - If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. - The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. - Source: Dungeon Master's Guide p. 176 - Source: Tomb of Annihilation, p. 206 - Ioun Stone, Fortitude - Green Dragon Mask - very rare (requires attunement) - legendary (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties - - Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. - - Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. - - Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. - - Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. - - Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. - - Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. - Fortitude - Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - Water Breathing: You can breathe underwater. - Source: Dungeon Master's Guide p. 176 - constitution +2 - Source: Rise of Tiamat Online Supplement p. 4 - Ioun Stone, Greater Absorption - Hat of Vermin - legendary (requires attunement) - common - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Greater Absorption. - While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - Ioun Stone, Insight - Hat of Wizardry - very rare (requires attunement) - common (requires attunement by a wizard) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Insight. - Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. - Source: Dungeon Master's Guide p. 176 - wisdom +2 - Source: Xanathar's Guide to Everything, p. 137 - Ioun Stone, Intellect - Hell Hound Cloak - very rare (requires attunement) - rare, cursed (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Intellect. - Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. - Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. - The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. - Source: Dungeon Master's Guide p. 176 - intelligence +2 - Source: Tales from the Yawning Portal, p. 228 - Ioun Stone, Leadership - Helm of Underwater Action - very rare (requires attunement) - uncommon (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Leadership. - Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut's Fare) - Source: Dungeon Master's Guide p. 176 - charisma +2 - Source: Ghosts of Saltmarsh p. 229 - Ioun Stone, Mastery - Heward's Handy Spice Pouch - legendary (requires attunement) - common - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Mastery. - Your proficiency bonus increases by 1 while this pale green prism orbits your head. - This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains1d6+4 expended charges daily at dawn. - Source: Dungeon Master's Guide p. 176 - proficiency bonus +1 - Source: Xanathar's Guide to Everything, p. 137 - 1d6+4 - Ioun Stone, Protection - Holy Symbol of Ravenkind - rare (requires attunement) - legendary (requires attunement by a cleric or paladin of good alignment) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Protection. - You gain a +1 bonus to AC while this dusty rose prism orbits your head. - The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. - The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. - The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn. - - Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. - - Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. - - Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). - Source: Dungeon Master's Guide p. 176 - ac +1 - Source: Curse of Strahd, p. 222 - 1d6+4 - Ioun Stone, Regeneration - Horn of Silent Alarm - legendary (requires attunement) - common - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Regeneration. - You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. - Source: Dungeon Master's Guide p. 176 - Source: Xanathar's Guide to Everything, p. 137 - 1d4 - Ioun Stone, Reserve - Icon of Ravenloft - rare (requires attunement) - - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Reserve. - This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the DM. - Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - legendary (requires attunement by a creature of good alignment) - 10 - The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. - The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. - While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. - - Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. - - Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. - - Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn. - Source: Dungeon Master's Guide p. 176 - Source: Curse of Strahd, p. 222 - Ioun Stone, Strength - Infernal Tack - very rare (requires attunement) - legendary (requires attunement by a creature of evil alignment) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Strength. - Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. - Source: Dungeon Master's Guide p. 176 - strength +2 - Source: Mordenkainen's Tome of Foes, p. 167 - Ioun Stone, Sustenance - Ingot of the Skold Rune - rare (requires attunement) - very rare (requires attunement) - An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - Sustenance. - You don't need to eat or drink while this clear spindle orbits your head. - This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. - - Runic Shield: You have a +1 bonus to AC. - - Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. - - Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: - - Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. - - Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it. - Source: Dungeon Master's Guide p. 176 - Source: Storm King's Thunder, p. 236 - ac +1 - Iron Bands of Bilarro - Insignia of Claws - rare - 1 - This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - Once the bands are used, they can't be used again until the next dawn. - uncommon - - The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. - While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. - Source: Dungeon Master's Guide p. 177 - Source: Hoard of the Dragon Queen p. 94 - melee attacks +1 - melee damage +1 - Iron Flask - Instrument of Illusions - legendary - 1 - This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. - You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. - - d100 — Contents: - 01-50 — Empty - 51 — Arcanaloth - 52 — Cambion - 53-54 — Dao - 55-57 — Demon (type 1) - 58-60 — Demon (type 2) - 61-62 — Demon (type 3) - 63-64 — Demon (type 4) - 65 — Demon (type 5) - 66 — Demon (type 6) - 67 — Deva - 68-69 — Devil (greater) - 70-72 — Devil (lesser) - 73-74 — Djinni - 75-76 — Efreeti - 77-78 — Elemental (any) - 79 — Githyanki knight - 80 — Githzerai zerth - 81-82 — Invisible stalker - 83-84 — Marid - 85-86 — Mezzoloth - 87-88 — Night hag - 89-90 — Nycaloth - 91 — Planetar - 92-93 — Salamander - 94-95 — Slaad (any) - 96 — Solar - 97-98 — Succubus/incubus - 99 — Ultroloth - 00 — Xorn - common (requires attunement) - - While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. - Source: Dungeon Master's Guide p. 178 - Source: Xanathar's Guide to Everything, p. 137 - Keoghtom's Ointment - Instrument of Scribing - uncommon - common (requires attunement) - This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. - Source: Dungeon Master's Guide p. 179 - 2d8+2 - Source: Xanathar's Guide to Everything, p. 138 - Lantern of Revealing - W - 1 - uncommon - 2 - While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - - Source: Dungeon Master's Guide p. 179 - - - Mantle of Spell Resistance - W - 1 - rare (requires attunement) - - You have advantage on saving throws against spells while you wear this cloak. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Bodily Health - W - 1 - very rare - 5 - This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Clay Golems - W - 1 - very rare - 5 - This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. - To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Flesh Golems - W - 1 - very rare - 5 - This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. - To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Gainful Exercise - W - 1 - very rare - 5 - This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Iron Golems - W - 1 - very rare - 5 - This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. - To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. - - Source: Dungeon Master's Guide p. 180 - - - Manual of Quickness of Action - W - 1 - very rare - 5 - This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 181 - - - Manual of Stone Golems - W - 1 - very rare - 5 - This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. - To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. - - Source: Dungeon Master's Guide p. 180 - - - Medallion of Thoughts - W - 1 - uncommon (requires attunement) - 1 - The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - - Source: Dungeon Master's Guide p. 181 - 1d3 - - - Mirror of Life Trapping - W - 1 - very rare - 50 - When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. - An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. - In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - - Source: Dungeon Master's Guide p. 181 - - - Necklace of Adaptation - W - 1 - uncommon (requires attunement) - 1 - While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). - - Source: Dungeon Master's Guide p. 182 - - - Necklace of Fireballs - W - 1 - rare - 1 - This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). - You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. - - Source: Dungeon Master's Guide p. 182 - 8d6 - - - Necklace of Prayer Beads - W - 1 - rare (requires attunement by a Cleric, Druid, or Paladin) - 1 - This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. - Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. - - d20 — Bead Name — Spell: - 1-6 — Blessing — Bless - 7-12 — Curing — Cure wounds (2nd level) or lesser restoration - 13-16 — Favor — Greater restoration - 17-18 — Smiting — Branding smite - 19 — Summons — Planar ally - 20 — Wind walking — Wind walk - - Source: Dungeon Master's Guide p. 182 - - - Nolzur's Marvelous Pigments - W - 1 - very rare - 1 - Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - - Source: Dungeon Master's Guide p. 183 - - - Orb of Dragonkind - W - 1 - artifact (requires attunement) - - Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. - As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. - Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. - An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. - While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. - While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides. - - Random Properties: An Orb of Dragon kind has the following random properties: - • 2 minor beneficial properties - • 1 minor detrimental property - • 1 major detrimental property - - Spells: The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. - - Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. - - Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. - - Source: Dungeon Master's Guide p. 225 - - - Pearl of Power - W - 1 - uncommon (requires attunement by a Spellcaster) - - While the pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. - - Source: Dungeon Master's Guide p. 184 - - - Periapt of Health - W - 1 - uncommon - 1 - You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - - Source: Dungeon Master's Guide p. 184 - - - Periapt of Proof Against Poison - W - 1 - rare - 1 - This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - - Source: Dungeon Master's Guide p. 184 - - - Periapt of Wound Closure - W - 1 - uncommon (requires attunement) - 1 - While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - - Source: Dungeon Master's Guide p. 184 - - - Pipes of Haunting - W - 1 - uncommon - 2 - You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - - Source: Dungeon Master's Guide p. 185 - 1d3 - - - Pipes of the Sewers - W - 1 - uncommon (requires attunement) - 2 - You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. - - Source: Dungeon Master's Guide p. 185 - 1d3 - - - uncommon (requires attunement) - - This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption. - - Source: Out of the Abyss, p. 222 - - - Piwafwi of Fire Resistance - W - 1 - rare (requires attunement) - - This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. - - Source: Out of the Abyss, p. 222 - - - Pole of Angling - W - 1 - common - - While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. - - Source: Xanathar's Guide to Everything, p. 138 - - - Pole of Collapsing - W - 1 - common - - While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. - - Source: Xanathar's Guide to Everything, p. 138 - - - Portable Hole - W - 1 - rare - - This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. - You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. - If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. - Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - - Source: Dungeon Master's Guide p. 185 - - - Pot of Awakening - W - 1 - common - 10 - If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. - - Source: Xanathar's Guide to Everything, p. 138 - - - Pressure Capsule - W - 1 - common - - This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide). (Tammeraut's Fate) - - Source: Ghosts of Saltmarsh p. 229 - - - Quaal's Feather Token, Anchor - W - 1 - rare - - This tiny object looks like a feather. - - Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - - Source: Dungeon Master's Guide p. 188 - - - Quaal's Feather Token, Bird - W - 1 - rare - uncommon (requires attunement) - This tiny object looks like a feather. - - Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption. - Source: Dungeon Master's Guide p. 188 - Source: Out of the Abyss, p. 222 - Quaal's Feather Token, Fan - Piwafwi of Fire Resistance - rare - rare (requires attunement) - This tiny object looks like a feather. - - Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. - Source: Dungeon Master's Guide p. 188 - Source: Out of the Abyss, p. 222 - Quaal's Feather Token, Swan Boat - Pole of Angling - rare - common - This tiny object looks like a feather. - - Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. - Source: Dungeon Master's Guide p. 188 - Source: Xanathar's Guide to Everything, p. 138 - Quaal's Feather Token, Tree - Pole of Collapsing - rare - common - This tiny object looks like a feather. - - Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. - While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. - Source: Dungeon Master's Guide p. 188 - Source: Xanathar's Guide to Everything, p. 138 - Quaal's Feather Token, Whip - Pot of Awakening - rare - - This tiny object looks like a feather. - - Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - common - 10 - If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. - Source: Dungeon Master's Guide p. 188 - 1d20+9 - 1d6+5 - Source: Xanathar's Guide to Everything, p. 138 - Quiver of Ehlonna - Pressure Capsule - uncommon - 2 - Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - common - - This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide). (Tammeraut's Fate) - Source: Dungeon Master's Guide p. 189 - Source: Ghosts of Saltmarsh p. 229 - Robe of Eyes - W - 1 - rare (requires attunement) - - This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. - • You have darkvision out to a range of 120 feet. - • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. - - Source: Dungeon Master's Guide p. 193 - - - Robe of Scintillating Colors - W - 1 - very rare (requires attunement) - - This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - - Source: Dungeon Master's Guide p. 194 - 1d3 - - - Robe of Stars - W - 1 - very rare (requires attunement) - - This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - - Source: Dungeon Master's Guide p. 194 - saving throws +1 - 1d6 - - - Robe of the Archmagi - W - 1 - legendary (requires attunement by a Sorcerer, Warlock, or Wizard) - - This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. - You gain these benefits while wearing the robe: - • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. - • You have advantage on saving throws against spell and other magical effects. - • Your spell save DC and spell attack bonus each increase by 2. - - - Source: Dungeon Master's Guide p. 194 - ac +5 - spell attack +2 - spell dc +2 - - - Robe of Useful Items - W - 1 - uncommon - - This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - The robe has two of each of the following patches: - • Dagger - • Bullseye lantern (filled and lit) - • Steel mirror - • 10-foot pole - • Hempen rope (50 feet, coiled) - • Sack - In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. - - d100 — Patch: - 01-08 — Bag of 100 gp - 09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp - 16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself - 23-30 — 10 gems worth 100 gp each - 31-44 — Wooden ladder (24 feet long) - 45-51 — A riding horse with saddle bags (see the Monster Manual for statistics) - 52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you - 60-68 — 4 potions of healing - 69-75 — Rowboat (12 feet long) - 76-83 — Spell scroll containing one spell of 1st to 3rd level - 84-90 — 2 mastiffs (see the Monster Manual for statistics) - 91-96 — Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach - 97-00 — Portable ram - - Source: Dungeon Master's Guide p. 195 - - - Rope of Climbing - W - 1 - uncommon - 3 - This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - Source: Dungeon Master's Guide p. 197 - - - Rope of Entanglement - W - 1 - rare - 3 - This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. - The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - Source: Dungeon Master's Guide p. 197 - - - Saddle of the Cavalier - W - 1 - uncommon - - While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. - - Source: Dungeon Master's Guide p. 199 - - - Scarab of Protection - W - 1 - legendary (requires attunement) - - If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - • You have advantage on saving throws against spells. - • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - - Source: Dungeon Master's Guide p. 199 - - - Sending Stones - W - 1 - uncommon - - Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. - Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. - - Source: Dungeon Master's Guide p. 199 - - - Slippers of Spider Climbing - W - 1 - uncommon (requires attunement) - - While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. - - Source: Dungeon Master's Guide p. 200 - - - Sovereign Glue - W - 1 - legendary - - This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces. - One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. - - Source: Dungeon Master's Guide p. 200 - - - Sphere of Annihilation - W - 1 - legendary - - This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. - The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table. - - d100 — Result: - 01-50 — The sphere is destroyed. - 51-85 — The sphere moves through the portal or into the extradimensional space. - 86-00 — A spatial rift sends each creature and object with in 180 feet of the sphere, including the sphere, to a random plane of existence. - - Source: Dungeon Master's Guide p. 201 - 4d10 - - - Stone of Controlling Earth Elementals - W - 1 - rare - 5 - If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. - - Source: Dungeon Master's Guide p. 205 - - - Stone of Good Luck - W - 1 - uncommon (requires attunement) - - While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - - Source: Dungeon Master's Guide p. 205 - saving throws +1 - - - Talisman of Pure Good - W - 1 - legendary (requires attunement by a Creature of Good Alignment) - 1 - This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - - Source: Dungeon Master's Guide p. 207 - 6d6 - 8d6 - - - Talisman of the Sphere - W - 1 - legendary (requires attunement) - 1 - When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. - - Source: Dungeon Master's Guide p. 207 - - - Talisman of Ultimate Evil - W - 1 - legendary (requires attunement by a Creature of Evil Alignment) - 1 - This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - - Source: Dungeon Master's Guide p. 207 - 6d6 - 8d6 - - - Tome of Clear Thought - W - 1 - very rare - 5 - This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 208 - - - Tome of Leadership and Influence - W - 1 - very rare - 5 - This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 208 - - - Tome of the Stilled Tongue - W - 1 - legendary (requires attunement by a Wizard) - 5 - This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. - If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn. - While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. - Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. - - Source: Dungeon Master's Guide p. 208 - - - Tome of Understanding - W - 1 - very rare - 5 - This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - Source: Dungeon Master's Guide p. 209 - - - Universal Solvent - W - 1 - legendary - - This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. - - Source: Dungeon Master's Guide p. 209 - - - Well of Many Worlds - W - 1 - legendary - - This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours. - - Source: Dungeon Master's Guide p. 213 - 1d8 - - - Wind Fan - W - 1 - uncommon - - While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - - Source: Dungeon Master's Guide p. 213 - - - Winged Boots - W - 1 - uncommon (requires attunement) - - While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - The boots regain 2 hours of flying capability for every 12 hours they aren't in use. - - Source: Dungeon Master's Guide p. 214 - - - Wings of Flying - W - 1 - rare (requires attunement) - - While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. - - Source: Dungeon Master's Guide p. 214 - 1d12 - - - Wand of Binding - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). - - Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - - Source: Dungeon Master's Guide p. 209 - 1d6+1 - - - Wand of Enemy Detection - WD - 1 - rare (requires attunement) - 1 - This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 210 - 1d6+1 - - - Wand of Fear - WD - 1 - rare (requires attunement) - 1 - This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). - - Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - - Source: Dungeon Master's Guide p. 210 - 1d6+1 - - - Wand of Fireballs - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed - - Source: Dungeon Master's Guide p. 210 - 1d6+1 - 8d6 - 9d6 - 10d6 - 11d6 - 12d6 - 13d6 - 14d6 - - - Wand of Lightning Bolts - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 211 - 1d6+1 - 8d6 - 9d6 - 10d6 - 11d6 - 12d6 - 13d6 - 14d6 - - - Wand of Magic Detection - WD - 1 - uncommon - 1 - This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. - - Source: Dungeon Master's Guide p. 211 - 1d3 - - - Wand of Magic Missiles - WD - 1 - uncommon - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 211 - 1d6+1 - (1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) - - - Wand of Orcus - WD - 1 - artifact (requires attunement) - 4 - The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. - Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. - Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. - In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a+3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. - - Random Properties: The Wand of Orcus has the following random properties: - • 2 minor beneficial properties - • 1 major beneficial property - • 2 minor detrimental properties - • 1 major detrimental property - The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. - - Protection: You gain a +3 bonus to Armor Class while holding the wand. - - Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4+3 expended charges daily at dawn. - While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0). - - Call Undead: While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. - While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them. - - Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. - The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. - - Personality: The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. - - Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life — no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded. - Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus's layer of the Abyss. - - Source: Dungeon Master's Guide p. 227 - melee attacks +3 - melee damage +3 - ac+3 - - - Wand of Paralysis - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 211 - 1d6+1 - 1d20+%0+SPELL - - - Wand of Polymorph - WD - 1 - very rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 211 - 1d6+1 - - - Wand of Secrets - WD - 1 - uncommon - 1 - The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - - Source: Dungeon Master's Guide p. 211 - 1d3 - - - Wand of the War Mage, +1 - WD - 1 - uncommon (requires attunement by a Spellcaster) - 1 - While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. - - Source: Dungeon Master's Guide p. 212 - spell attack +1 - - - Wand of the War Mage, +2 - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. - - Source: Dungeon Master's Guide p. 212 - spell attack +2 - - - Wand of the War Mage, +3 - WD - 1 - very rare (requires attunement by a Spellcaster) - 1 - While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. - - Source: Dungeon Master's Guide p. 212 - spell attack +3 - - - Wand of Web - WD - 1 - uncommon (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - Source: Dungeon Master's Guide p. 212 - 1d6+1 - - - Wand of Wonder - WD - 1 - rare (requires attunement by a Spellcaster) - 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. - If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. - If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. - - d100 — Effect: - 01-05 — You cast slow. - 06- 10 — You cast faerie fire. - 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. - 16-20 — You cast gust of wind. - 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. - 26-30 — You cast stinking cloud. - 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. - 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. - 37-46 — You cast lightning bolt. - 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. - 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. - 54-58 — You cast darkness. - 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. - 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. - 66-69 — You shrink yourself as if you had cast enlarge/ reduce on yourself. - 70-79 — You cast fireball. - 80-84 — You cast invisibility on yourself. - 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. - 88-90 — A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. - 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. - 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. - - Source: Dungeon Master's Guide p. 212 - 1d6+1 - - - Thunder Cannon Bullet of Slaying - A - 1 - very rare - - A 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 bullets of dragon slaying and bullets 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. - - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. - - - Source: Dungeon Master's Guide p. 152 - 6d10 - - - Thunder Cannon Bullets +1 - A - 1 - uncommon - - 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. - - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. - - Source: Dungeon Master's Guide p. 150 - ranged attacks +1 - ranged damage +1 - - - Thunder Cannon Bullets +2 - A - 1 - rare - - 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. - - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. - - Source: Dungeon Master's Guide p. 150 - ranged attacks +2 - ranged damage +2 - - - Thunder Cannon Bullets +3 - A - 1 - very rare - - 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. - - Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. - - Source: Dungeon Master's Guide p. 150 - ranged attacks +3 - ranged damage +3 - - - Thunder Cannon +1 - R - 1 - uncommon - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. - You have a +1 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Dungeon Master's Guide p. 213 - ranged attacks +1 - ranged damage +1 - 2d6 - - P - A,2H - 150/600 - - - Thunder Cannon +2 - R - 1 - rare - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. - You have a +2 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Dungeon Master's Guide p. 213 - ranged attacks +2 - ranged damage +2 - 2d6 - - P - A,2H - 150/600 - - - Thunder Cannon +3 - R - 1 - very rare - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. - You have a +3 bonus to attack and damage rolls made with this weapon. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Dungeon Master's Guide p. 213 - ranged attacks +3 - ranged damage +3 - 2d6 - - P - A,2H - 150/600 - - - Thunder Cannon of Warning - R - 1 - uncommon (requires attunement) - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus 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. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Dungeon Master's Guide p. 213 - 2d6 - - P - A,2H - 150/600 - - - Vicious Thunder Cannon - R - 1 - rare - - A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. - When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 piercing damage. - - Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Two-Handed: This weapon requires two hands when you attack with it. - - Proficiency: thunder cannon - Source: Dungeon Master's Guide p. 209 - 2d6 - - P - A,2H - 150/600 - 2d6 - + 4 + + + Proficiency: martial, battleaxe + 10 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Battleaxe +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Battleaxe of Warning + M + 1 + uncommon (requires attunement) + 4 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + S + M,V + + + + Berserker Battleaxe + M + 1 + rare, cursed (requires attunement) + 4 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 155 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Berserker Greataxe + M + 1 + rare, cursed (requires attunement) + 7 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 155 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + + + Berserker Handaxe + M + 1 + rare, cursed (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 155 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Blackrazor + M + 1 + artifact (requires attunement by a creature of non-lawful alignment) + 6 + Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. + + Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. + When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll. saving throws, and ability checks. + If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. + + Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. + Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. + + Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. + The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. + + Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. + The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. + Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. + Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 216 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Club + M + 2 + + + Proficiency: simple, club + 0.1 + Source: Player's Handbook p. 149 + 1d4 + + B + L + + + + Club +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + B + L + + + + Club +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + B + L + + + + Club +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + B + L + + + + Club of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + L + + + + Dagger + M + 1 + + + Proficiency: simple, dagger + 2 + Source: Player's Handbook p. 149 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +1 + M + 1 + uncommon + 1 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +2 + M + 1 + rare + 1 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d4 + + P + F,L,T + 20/60 + + + Dagger +3 + M + 1 + very rare + 1 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d4 + + P + F,L,T + 20/60 + + + Dagger of Venom + M + 1 + rare + 1 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 161 + weapon attacks +1 + weapon damage +1 + 1d4 + + P + F,L,T + 20/60 + 2d10 + + + Dagger of Warning + M + 1 + uncommon (requires attunement) + 1 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 213 + 1d4 + + P + F,L,T + 20/60 + + + Dancing Greatsword + M + 1 + very rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 161 + 2d6 + + S + M,H,2H + + + + Dancing Longsword + M + 1 + very rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 161 + 1d8 + 1d10 + S + M,V + + + + Dancing Rapier + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 161 + 1d8 + + P + M,F + + + + Dancing Scimitar + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 161 + 1d6 + + S + M,F,L + + + + Dancing Shortsword + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 161 + 1d6 + + P + M,F,L + + + + Defender Greatsword + M + 1 + legendary (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Defender Longsword + M + 1 + legendary (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Defender Rapier + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Defender Scimitar + M + 1 + legendary (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Defender Shortsword + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 164 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Dragon Slayer Greatsword + M + 1 + rare + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + 3d6 + + + Dragon Slayer Longsword + M + 1 + rare + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 3d6 + + + Dragon Slayer Rapier + M + 1 + rare + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 3d6 + + + Dragon Slayer Scimitar + M + 1 + rare + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 3d6 + + + Dragon Slayer Shortsword + M + 1 + rare + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 166 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + 3d6 + + + Dwarven Thrower + M + 1 + very rare (requires attunement by a Dwarf) + 2 + You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 167 + weapon attacks +1 + weapon damage +1 + 1d8 + 1d10 + B + M,T,V + 20/60 + 1d8 + 2d8 + + + Flail + M + 2 + + + Proficiency: martial, flail + 10 + Source: Player's Handbook p. 149 + 1d8 + + B + M, + + + + Flail +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + B + M, + + + + Flail +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + B + M, + + + + Flail +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + B + M, + + + + Flail of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 213 + 1d8 + + B + M, + + + + Flame Tongue Greatsword + M + 1 + rare (requires attunement) + 6 + You can use a bonus action to speak this magic sword' 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 170 + 2d6 + + S + M,H,2H + + 2d6 + + + Flame Tongue Longsword + M + 1 + rare (requires attunement) + 3 + You can use a bonus action to speak this magic sword' 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 170 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Flame Tongue Rapier + M + 1 + rare (requires attunement) + 2 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 170 + 1d8 + + P + M,F + + 2d6 + + + Flame Tongue Scimitar + M + 1 + rare (requires attunement) + 3 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 170 + 1d6 + + S + M,F,L + + 2d6 + + + Flame Tongue Shortsword + M + 1 + rare (requires attunement) + 2 + You can use a bonus action to speak this magic sword' 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 170 + 1d6 + + P + M,F,L + + 2d6 + + + Frost Brand Greatsword + M + 1 + very rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 171 + 2d6 + + S + M,H,2H + + 1d6 + + + Frost Brand Longsword + M + 1 + very rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 171 + 1d8 + 1d10 + S + M,V + + 1d6 + + + Frost Brand Rapier + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 171 + 1d8 + + P + M,F + + 1d6 + + + Frost Brand Scimitar + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 171 + 1d6 + + S + M,F,L + + 1d6 + + + Frost Brand Shortsword + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 171 + 1d6 + + P + M,F,L + + 1d6 + + + Giant Slayer Battleaxe + M + 1 + rare + 4 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, battleaxe + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Giant Slayer Greataxe + M + 1 + rare + 7 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + 2d6 + + + Giant Slayer Greatsword + M + 1 + rare + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + 2d6 + + + Giant Slayer Handaxe + M + 1 + rare + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 172 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Giant Slayer Longsword + M + 1 + rare + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Giant Slayer Rapier + M + 1 + rare + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + 2d6 + + + Giant Slayer Scimitar + M + 1 + rare + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 172 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + 2d6 + + + Giant Slayer Shortsword + M + 1 + rare + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 172 + 1d6 + + P + M,F,L + + 2d6 + + + Glaive + M + 6 + + + Proficiency: martial, glaive + 20 + Source: Player's Handbook p. 149 + 1d10 + + S + M,H,R,2H + + + + Glaive +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + S + M,H,R,2H + + + + Glaive +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + S + M,H,R,2H + + + + Glaive +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + S + M,H,R,2H + + + + Glaive of Warning + M + 1 + uncommon (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 213 + 1d10 + + S + M,H,R,2H + + + + Greataxe + M + 7 + + + Proficiency: martial, greataxe + 30 + Source: Player's Handbook p. 149 + 1d12 + + S + M,H,2H + + + + Greataxe +1 + M + 1 + uncommon + 7 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d12 + + S + M,H,2H + + + + Greataxe +2 + M + 1 + rare + 7 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d12 + + S + M,H,2H + + + + Greataxe +3 + M + 1 + very rare + 7 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d12 + + S + M,H,2H + + + + Greataxe of Warning + M + 1 + uncommon (requires attunement) + 7 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 213 + 1d12 + + S + M,H,2H + + + + Greatclub + M + 10 + + + Proficiency: simple, greatclub + 0.2 + Source: Player's Handbook p. 149 + 1d8 + + B + 2H + + + + Greatclub +1 + M + 1 + uncommon + 10 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + B + 2H + + + + Greatclub +2 + M + 1 + rare + 10 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + B + 2H + + + + Greatclub +3 + M + 1 + very rare + 10 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + B + 2H + + + + Greatclub of Warning + M + 1 + uncommon (requires attunement) + 10 + 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. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 213 + 1d8 + + B + 2H + + + + Greatsword + M + 6 + + + Proficiency: martial, greatsword + 50 + Source: Player's Handbook p. 149 + 2d6 + + S + M,H,2H + + + + Greatsword +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + + + Greatsword +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 2d6 + + S + M,H,2H + + + + Greatsword +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + + + Greatsword of Life Stealing + M + 1 + rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + 2d6 + + S + M,H,2H + + + + Greatsword of Sharpness + M + 1 + very rare (requires attunement) + 6 + 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. + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + 2d6 + + S + M,H,2H + + + + Greatsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 2d6 + + S + M,H,2H + + + + Greatsword of Warning + M + 1 + uncommon (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 213 + 2d6 + + S + M,H,2H + + + + Greatsword of Wounding + M + 1 + rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 207 + 2d6 + + S + M,H,2H + + 1d4 + + + Halberd + M + 6 + + + Proficiency: martial, halberd + 20 + Source: Player's Handbook p. 149 + 1d10 + + S + M,H,R,2H + + + + Halberd +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + S + M,H,R,2H + + + + Halberd +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + S + M,H,R,2H + + + + Halberd +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + S + M,H,R,2H + + + + Halberd of Warning + M + 1 + uncommon (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 213 + 1d10 + + S + M,H,R,2H + + + + Hammer of Thunderbolts + M + 1 + legendary + 10 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + + Giant's Bane (requires attunement): + You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. + The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 173 + melee attacks +1 + melee damage +1 + 2d6 + 2d6 + B + M,H,2H + + 1d4+1 + + + Handaxe + M + 2 + + + Proficiency: simple, handaxe + 5 + Source: Player's Handbook p. 149 + 1d6 + + S + L,T + 20/60 + + + Handaxe +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + + S + L,T + 20/60 + + + Handaxe +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + + S + L,T + 20/60 + + + Handaxe +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + + S + L,T + 20/60 + + + Handaxe of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 213 + 1d6 + + S + L,T + 20/60 + + + Holy Avenger Greatsword + M + 1 + legendary (requires attunement by a Paladin) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + 2d10 + + + Holy Avenger Longsword + M + 1 + legendary (requires attunement by a Paladin) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 2d10 + + + Holy Avenger Rapier + M + 1 + legendary (requires attunement by a Paladin) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + 2d10 + + + Holy Avenger Scimitar + M + 1 + legendary (requires attunement by a Paladin) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 2d10 + + + Holy Avenger Shortsword + M + 1 + legendary (requires attunement by a Paladin) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 174 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + 2d10 + + + Javelin + M + 2 + + + Proficiency: simple, javelin + 0.5 + Source: Player's Handbook p. 149 + 1d6 + + P + T + 30/120 + + + Javelin +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + + P + T + 30/120 + + + Javelin +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + + P + T + 30/120 + + + Javelin +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + + P + T + 30/120 + + + Javelin of Lightning + M + 1 + uncommon + 2 + This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. + The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 178 + 1d6 + + P + T + 30/120 + 4d6 + + + Javelin of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + T + 30/120 + + + Lance + M + 6 + + + Proficiency: martial, lance + 10 + Source: Player's Handbook p. 149 + 1d12 + + P + M,R,S + + + + Lance +1 + M + 1 + uncommon + 6 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d12 + + P + M,R,S + + + + Lance +2 + M + 1 + rare + 6 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d12 + + P + M,R,S + + + + Lance +3 + M + 1 + very rare + 6 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d12 + + P + M,R,S + + + + Lance of Warning + M + 1 + uncommon (requires attunement) + 6 + 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. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 213 + 1d12 + + P + M,R,S + + + + Light Hammer + M + 2 + + + Proficiency: simple, light hammer + 2 + Source: Player's Handbook p. 149 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d4 + + B + L,T + 20/60 + + + Light Hammer +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d4 + + B + L,T + 20/60 + + + Light Hammer of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + L,T + 20/60 + + + Longsword + M + 3 + + + Proficiency: martial, longsword + 15 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + S + M,V + + + + Longsword +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Longsword +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Longsword +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Longsword of Life Stealing + M + 1 + rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + 1d8 + 1d10 + S + M,V + + + + Longsword of Sharpness + M + 1 + very rare (requires attunement) + 3 + 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. + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + 1d8 + 1d10 + S + M,V + + + + Longsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Longsword of Warning + M + 1 + uncommon (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + S + M,V + + + + Longsword of Wounding + M + 1 + rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 207 + 1d8 + 1d10 + S + M,V + + 1d4 + + + Luck Blade Greatsword + M + 1 + legendary (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 2d6 + + S + M,H,2H + + + + Luck Blade Longsword + M + 1 + legendary (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + 1d10 + S + M,V + + + + Luck Blade Rapier + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d8 + + P + M,F + + + + Luck Blade Scimitar + M + 1 + legendary (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + S + M,F,L + + + + Luck Blade Shortsword + M + 1 + legendary (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + saving throws +1 + 1d6 + + P + M,F,L + + + + Mace + M + 4 + + + Proficiency: simple, mace + 5 + Source: Player's Handbook p. 149 + 1d6 + + B + + + + + Mace +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Mace +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + B + + + + + Mace +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + B + + + + + Mace of Disruption + M + 1 + rare (requires attunement) + 4 + When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. + While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + 1d6 + + B + + + 2d6 + + + Mace of Smiting + M + 1 + rare + 4 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. + When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 179 + melee attacks +1 + melee damage +1 + 1d6 + + B + + + + + Mace of Terror + M + 1 + rare (requires attunement) + 4 + This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. + The mace regains 1d3 expended charges daily at dawn. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 180 + 1d6 + + B + + + 1d3 + + + Mace of Warning + M + 1 + uncommon (requires attunement) + 4 + 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. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 213 + 1d6 + + B + + + + + Maul + M + 10 + + + Proficiency: martial, maul + 10 + Source: Player's Handbook p. 149 + 2d6 + + B + M,H,2H + + + + Maul +1 + M + 1 + uncommon + 10 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 2d6 + + B + M,H,2H + + + + Maul +2 + M + 1 + rare + 10 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 2d6 + + B + M,H,2H + + + + Maul +3 + M + 1 + very rare + 10 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 2d6 + + B + M,H,2H + + + + Maul of Warning + M + 1 + uncommon (requires attunement) + 10 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 213 + 2d6 + 2d6 + B + M,H,2H + + + + Moonblade + M + 1 + artifact (requires attunement by an elf or half-elf of neutral good alignment) + 3 + Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. + A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. + A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. + A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. + A moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. + + MOONBLADE PROPERTIES: + d100 — Property: + 01-40 — Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. + + 41-80 — The moonblade gains a randomly determined minor property (see "Special Features" earlier in this chapter). + + 81-82 — The moonblade gains the finesse property. + + 83-84 — The moonblade gains the thrown property (range 20/60 feet). + + 85-86 — The moonblade functions as a defender. + + 87-90 — The moon blade scores a critical hit on a roll of 19 or 20. + + 91-92 — When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage. + + 93-94 — When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. + + 95-96 — You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. + + 97-98 — The moonblade functions as a ring of spell storing. + + 99 — You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. + + 00 — The moonblade functions as a vorpal sword. + + Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. + + Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. + The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. + If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 217 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + S + M,V + + + + Morningstar + M + 4 + + + Proficiency: martial, morningstar + 15 + Source: Player's Handbook p. 149 + 1d8 + + P + M, + + + + Morningstar +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + Morningstar +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + Morningstar +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + Morningstar of Warning + M + 1 + uncommon (requires attunement) + 4 + 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. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M, + + + + Nine Lives Stealer Greatsword + M + 1 + very rare (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 2d6 + + S + M,H,2H + + + + Nine Lives Stealer Longsword + M + 1 + very rare (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,V + + + + Nine Lives Stealer Rapier + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Nine Lives Stealer Scimitar + M + 1 + very rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Nine Lives Stealer Shortsword + M + 1 + very rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 183 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Pike + M + 18 + + + Proficiency: martial, pike + 5 + Source: Player's Handbook p. 149 + 1d10 + + P + M,H,R,2H + + + + Pike +1 + M + 1 + uncommon + 18 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d10 + + P + M,H,R,2H + + + + Pike +2 + M + 1 + rare + 18 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d10 + + P + M,H,R,2H + + + + Pike +3 + M + 1 + very rare + 18 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d10 + + P + M,H,R,2H + + + + Pike of Warning + M + 1 + uncommon (requires attunement) + 18 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 213 + 1d10 + + P + M,H,R,2H + + + + Quarterstaff + M + 4 + + + Proficiency: simple, quarterstaff + 0.2 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + B + V + + + + Quarterstaff +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + 1d8 + B + V + + + + Quarterstaff +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + 1d8 + B + V + + + + Quarterstaff +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + B + V + + + + Quarterstaff of Warning + M + 1 + uncommon (requires attunement) + 4 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + B + V + + + + Rapier + M + 2 + + + Proficiency: martial, rapier + 25 + Source: Player's Handbook p. 149 + 1d8 + + P + M,F + + + + Rapier +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Rapier +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M,F + + + + Rapier +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M,F + + + + Rapier of Life Stealing + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + 1d8 + + P + M,F + + + + Rapier of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d8 + + P + M,F + + + + Rapier of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M,F + + + + Rapier of Wounding + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 207 + 1d8 + + P + M,F + + 1d4 + + + Scimitar + M + 3 + + + Proficiency: martial, scimitar + 25 + Source: Player's Handbook p. 149 + 1d6 + + S + M,F,L + + + + Scimitar +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Scimitar +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Scimitar +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + + + Scimitar of Life Stealing + M + 1 + rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + 1d6 + + S + M,F,L + + + + Scimitar of Sharpness + M + 1 + very rare (requires attunement) + 3 + 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. + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + 1d6 + + S + M,F,L + + + + Scimitar of Speed + M + 1 + very rare (requires attunement) + 3 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 199 + melee attacks +2 + melee damage +2 + 1d6 + + S + M,F,L + + + + Scimitar of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d6 + + S + M,F,L + + + + Scimitar of Warning + M + 1 + uncommon (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 213 + 1d6 + + S + M,F,L + + + + Scimitar of Wounding + M + 1 + rare (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 207 + 1d6 + + S + M,F,L + + 1d4 + + + Shortsword + M + 2 + + + Proficiency: martial, shortsword + 10 + Source: Player's Handbook p. 149 + 1d6 + + P + M,F,L + + + + Shortsword +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Shortsword +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d6 + + P + M,F,L + + + + Shortsword +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d6 + + P + M,F,L + + + + Shortsword of Life Stealing + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + 1d6 + + P + M,F,L + + + + Shortsword of Vengeance + M + 1 + uncommon, cursed (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 206 + melee attacks +1 + melee damage +1 + 1d6 + + P + M,F,L + + + + Shortsword of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + M,F,L + + + + Shortsword of Wounding + M + 1 + rare (requires attunement) + 2 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 207 + 1d6 + + P + M,F,L + + 1d4 + + + Sickle + M + 2 + + + Proficiency: simple, sickle + 1 + Source: Player's Handbook p. 149 + 1d4 + + S + L + + + + Sickle +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + S + L + + + + Sickle +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + S + L + + + + Sickle +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + S + L + + + + Sickle of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 213 + 1d4 + + S + L + + + + Spear + M + 3 + + + Proficiency: simple, spear + 1 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + T,V + 20/60 + + + Spear of Warning + M + 1 + uncommon (requires attunement) + 3 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + P + T,V + 20/60 + + + Sun Blade + M + 1 + rare (requires attunement) + 3 + This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. + You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. + The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword, shortsword + Source: Dungeon Master's Guide p. 205 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + S + M,F,V + + 1d8 + + + Sword of Answering (Answerer) + M + 1 + legendary (requires attunement by a Chaotic Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Answerer, the Chaotic Good sword, has an emerald set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Back Talker) + M + 1 + legendary (requires attunement by a Chaotic Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Back Talker, the Chaotic Evil sword, has jet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Concluder) + M + 1 + legendary (requires attunement by a Lawful Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Last Quip) + M + 1 + legendary (requires attunement by a Chaotic Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Rebutter) + M + 1 + legendary (requires attunement by a Neutral Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Rebutter, the Neutral Good sword, has a topaz set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Replier) + M + 1 + legendary (requires attunement by a Neutral Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Replier, the Neutral sword, has a peridot set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Retorter) + M + 1 + legendary (requires attunement by a Lawful Good Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Retorter, the Lawful Good sword, has an aquamarine set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Scather) + M + 1 + legendary (requires attunement by a Lawful Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Scather, the Lawful Evil sword, has a garnet set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Answering (Squelcher) + M + 1 + legendary (requires attunement by a Neutral Evil Creature) + 3 + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. + Squelcher, the Neutral Evil sword, has a spinel set in its pommel. + You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 206 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Sword of Kas + M + 1 + artifact (requires attunement) + 3 + When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. + For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. + The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. + If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. + + Random Properties: The Sword of Kas has the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + • 1 major detrimental property + + Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. + + Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. + + Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Common + + Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal. + The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder. + + Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 226 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + + + Trident + M + 4 + + + Proficiency: martial, trident + 5 + Source: Player's Handbook p. 149 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +1 + M + 1 + uncommon + 4 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +1 + weapon damage +1 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +2 + M + 1 + rare + 4 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +2 + weapon damage +2 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident +3 + M + 1 + very rare + 4 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + weapon attacks +3 + weapon damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Trident of Fish Command + M + 1 + uncommon + 4 + This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + M,T,V + 20/60 + 1d3 + + + Trident of Warning + M + 1 + uncommon (requires attunement) + 4 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 213 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Vicious Battleaxe + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Vicious Club + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, club + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + L + + 2d6 + + + Vicious Dagger + M + 1 + rare + 1 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dagger + Source: Dungeon Master's Guide p. 209 + 1d4 + + P + F,L,T + 20/60 + 2d6 + + + Vicious Flail + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: martial, flail + Source: Dungeon Master's Guide p. 209 + 1d8 + + B + M, + + 2d6 + + + Vicious Glaive + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, glaive + Source: Dungeon Master's Guide p. 209 + 1d10 + + S + M,H,R,2H + + 2d6 + + + Vicious Greataxe + M + 1 + rare + 7 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greataxe + Source: Dungeon Master's Guide p. 209 + 1d12 + + S + M,H,2H + + 2d6 + + + Vicious Greatclub + M + 1 + rare + 10 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, greatclub + Source: Dungeon Master's Guide p. 209 + 1d8 + + B + 2H + + 2d6 + + + Vicious Greatsword + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 209 + 2d6 + + S + M,H,2H + + 2d6 + + + Vicious Halberd + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, halberd + Source: Dungeon Master's Guide p. 209 + 1d10 + + S + M,H,R,2H + + 2d6 + + + Vicious Handaxe + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, handaxe + Source: Dungeon Master's Guide p. 209 + 1d6 + + S + L,T + 20/60 + 2d6 + + + Vicious Javelin + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, javelin + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + T + 30/120 + 2d6 + + + Vicious Lance + M + 1 + rare + 6 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, lance + Source: Dungeon Master's Guide p. 209 + 1d12 + + P + M,R,S + + 2d6 + + + Vicious Light Hammer + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, light hammer + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + L,T + 20/60 + 2d6 + + + Vicious Longsword + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + S + M,V + + 2d6 + + + Vicious Mace + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 209 + 1d6 + + B + + + 2d6 + + + Vicious Maul + M + 1 + rare + 10 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, maul + Source: Dungeon Master's Guide p. 209 + 2d6 + 2d6 + B + M,H,2H + + 2d6 + + + Vicious Morningstar + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, morningstar + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M, + + 2d6 + + + Vicious Pike + M + 1 + rare + 18 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, pike + Source: Dungeon Master's Guide p. 209 + 1d10 + + P + M,H,R,2H + + 2d6 + + + Vicious Quarterstaff + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + B + V + + 2d6 + + + Vicious Rapier + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Proficiency: martial, rapier + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M,F + + 2d6 + + + Vicious Scimitar + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + 1d6 + + S + M,F,L + + 2d6 + + + Vicious Shortsword + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, shortsword + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + M,F,L + + 2d6 + + + Vicious Sickle + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: simple, sickle + Source: Dungeon Master's Guide p. 209 + 1d4 + + S + L + + 2d6 + + + Vicious Spear + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: simple, spear + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + T,V + 20/60 + 2d6 + + + Vicious Trident + M + 1 + rare + 4 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 209 + 1d6 + 1d8 + P + M,T,V + 20/60 + 2d6 + + + Vicious War Pick + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M, + + 2d6 + + + Vicious Warhammer + M + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 209 + 1d8 + 1d10 + B + M,V + + 2d6 + + + Vicious Whip + M + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 209 + 1d4 + + S + M,F,R + + 2d6 + + + Vorpal Greatsword + M + 1 + legendary (requires attunement) + 6 + 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. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, greatsword + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 2d6 + + S + M,H,2H + + 6d8 + + + Vorpal Longsword + M + 1 + legendary (requires attunement) + 3 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, longsword + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + S + M,V + + 6d8 + + + Vorpal Scimitar + M + 1 + legendary (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Proficiency: martial, scimitar + Source: Dungeon Master's Guide p. 209 + melee attacks +3 + melee damage +3 + 1d6 + + S + M,F,L + + 6d8 + + + War Pick + M + 2 + + + Proficiency: martial, war pick + 5 + Source: Player's Handbook p. 149 + 1d8 + + P + M, + + + + War Pick +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + + P + M, + + + + War Pick +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + + P + M, + + + + War Pick +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + + P + M, + + + + War Pick of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Proficiency: martial, war pick + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M, + + + + Warhammer + M + 2 + + + Proficiency: martial, warhammer + 15 + Source: Player's Handbook p. 149 + 1d8 + 1d10 + B + M,V + + + + Warhammer +1 + M + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d8 + 1d10 + B + M,V + + + + Warhammer +2 + M + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d8 + 1d10 + B + M,V + + + + Warhammer +3 + M + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V + + + + Warhammer of Warning + M + 1 + uncommon (requires attunement) + 2 + 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. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 213 + 1d8 + 1d10 + B + M,V + + + + Wave + M + 1 + artifact (requires attunement by a creature that worships a god of the sea) + 4 + Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. + The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. + + Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. + + Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. + Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to + further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. + Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, trident + Source: Dungeon Master's Guide p. 218 + melee attacks +3 + melee damage +3 + 1d6 + 1d8 + P + M,T,V + 20/60 + + + Whelm + M + 1 + artifact (requires attunement by a dwarf) + 2 + Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. + You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. + + Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. + + Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. + + Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. + + Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. + + Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. + + Proficiency: martial, warhammer + Source: Dungeon Master's Guide p. 218 + melee attacks +3 + melee damage +3 + 1d8 + 1d10 + B + M,V, T + 20/60 + + + Whip + M + 3 + + + Proficiency: martial, whip + 2 + Source: Player's Handbook p. 149 + 1d4 + + S + M,F,R + + + + Whip +1 + M + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +1 + melee damage +1 + 1d4 + + S + M,F,R + + + + Whip +2 + M + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +2 + melee damage +2 + 1d4 + + S + M,F,R + + + + Whip +3 + M + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + melee attacks +3 + melee damage +3 + 1d4 + + S + M,F,R + + + + Whip of Warning + M + 1 + uncommon (requires attunement) + 3 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. + + Proficiency: martial, whip + Source: Dungeon Master's Guide p. 213 + 1d4 + + S + M,F,R + + + + Adamantine Breastplate + MA + 1 + uncommon + 20 + 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + + + + Adamantine Chain Shirt + MA + 1 + uncommon + 20 + 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. + + Source: Dungeon Master's Guide p. 150 + 13 + + + + + Adamantine Half Plate Armor + MA + 1 + uncommon + 40 + 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. + + Source: Dungeon Master's Guide p. 150 + 15 + + 1 + + + Adamantine Scale Mail + MA + 1 + uncommon + 45 + 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. + + Source: Dungeon Master's Guide p. 150 + 14 + + 1 + + + Black Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Blue Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Brass Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Breastplate + MA + 20 + 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. + + 400 + Source: Player's Handbook p. 145 + 14 + + + + + Breastplate +1 + MA + 1 + rare + 20 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + + + + Breastplate +2 + MA + 1 + very rare + 20 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + + + + Breastplate +3 + MA + 1 + legendary + 20 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + + + + Breastplate of Acid Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Cold Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Fire Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Force Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Lightning Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Necrotic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Poison Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Psychic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Radiant Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Breastplate of Thunder Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + + + + Bronze Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Chain Shirt + MA + 20 + 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. + + 50 + Source: Player's Handbook p. 144 + 13 + + + + + Chain Shirt +1 + MA + 1 + rare + 20 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 13 + + + + + Chain Shirt +2 + MA + 1 + very rare + 20 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 13 + + + + + Chain Shirt +3 + MA + 1 + legendary + 20 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 13 + + + + + Chain Shirt of Acid Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Cold Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Fire Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Force Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Lightning Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Necrotic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Poison Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Psychic Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Radiant Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Chain Shirt of Thunder Resistance + MA + 1 + rare (requires attunement) + 20 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 13 + + + + + Copper Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Elven Chain + MA + 1 + rare + 20 + You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. + + Source: Dungeon Master's Guide p. 209 + ac +1 + 13 + + + + + Gold Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Green Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Half Plate + MA + 40 + 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. + + 750 + Source: Player's Handbook p. 145 + 15 + + YES + + + Half Plate Armor +1 + MA + 1 + rare + 40 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 15 + + 1 + + + Half Plate Armor +2 + MA + 1 + very rare + 40 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 15 + + 1 + + + Half Plate Armor +3 + MA + 1 + legendary + 40 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 15 + + 1 + + + Half Plate Armor of Acid Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Cold Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Fire Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Force Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Lightning Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Necrotic Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Poison Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Psychic Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Radiant Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Half Plate Armor of Thunder Resistance + MA + 1 + rare (requires attunement) + 40 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 15 + + 1 + + + Hide Armor + MA + 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. + + 10 + Source: Player's Handbook p. 144 + 12 + + + + + Hide Armor +1 + MA + 1 + rare + 12 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 12 + + + + + Hide Armor +2 + MA + 1 + very rare + 12 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 12 + + + + + Hide Armor +3 + MA + 1 + legendary + 12 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 12 + + + + + Hide Armor of Acid Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Cold Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Fire Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Force Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Lightning Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Necrotic Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Poison Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Psychic Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Radiant Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Hide Armor of Thunder Resistance + MA + 1 + rare (requires attunement) + 12 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 12 + + + + + Mariner's Breastplate + MA + 1 + uncommon + 20 + 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. + + Source: Dungeon Master's Guide p. 181 + 14 + + + + + Mariner's Chain Shirt + MA + 1 + uncommon + 20 + 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. + + Source: Dungeon Master's Guide p. 181 + 13 + + + + + Mariner's Half Plate Armor + MA + 1 + uncommon + 40 + 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. + + Source: Dungeon Master's Guide p. 181 + 15 + + 1 + + + Mariner's Hide Armor + MA + 1 + uncommon + 12 + 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. + + Source: Dungeon Master's Guide p. 181 + 12 + + + + + Mariner's Scale Mail + MA + 1 + uncommon + 45 + 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. + + Source: Dungeon Master's Guide p. 181 + 14 + + 1 + + + Mithral Breastplate + MA + 1 + uncommon + 20 + 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: Dungeon Master's Guide p. 182 + 14 + + + + + Mithral Chain Shirt + MA + 1 + uncommon + 20 + 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: Dungeon Master's Guide p. 182 + 13 + + + + + Mithral Half Plate Armor + MA + 1 + uncommon + 40 + 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: Dungeon Master's Guide p. 182 + 15 + + + + + Mithral Scale Mail + MA + 1 + uncommon + 45 + 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: Dungeon Master's Guide p. 182 + 14 + + + + + Red Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Scale Mail + MA + 45 + 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. + + 50 + Source: Player's Handbook p. 144 + 14 + + YES + + + Scale Mail +1 + MA + 1 + rare + 45 + You have a +1 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +1 + 14 + + 1 + + + Scale Mail +2 + MA + 1 + very rare + 45 + You have a +2 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +2 + 14 + + 1 + + + Scale Mail +3 + MA + 1 + legendary + 45 + You have a +3 bonus to AC while wearing this armor. + + Source: Dungeon Master's Guide p. 152 + ac +3 + 14 + + 1 + + + Scale Mail of Acid Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to acid damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Cold Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to cold damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Fire Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to fire damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Force Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to force damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Lightning Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to lightning damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Necrotic Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to necrotic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Poison Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to poison damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Psychic Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to psychic damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Radiant Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to radiant damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Scale Mail of Thunder Resistance + MA + 1 + rare (requires attunement) + 45 + You have resistance to thunder damage while you wear this armor. + + Source: Dungeon Master's Guide p. 152 + 14 + + 1 + + + Silver Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + White Dragon Scale Mail + MA + 1 + very rare (requires attunement) + 45 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. + Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 165 + ac +1 + 14 + + 1 + + + Elixir of Health + P + 1 + rare + 0.5 + When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. + + Source: Dungeon Master's Guide p. 168 + + + Oil of Etherealness + P + 1 + rare + 0.5 + Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. + + Source: Dungeon Master's Guide p. 183 + + + Oil of Sharpness + P + 1 + very rare + 0.5 + This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. + + Source: Dungeon Master's Guide p. 184 + + + Oil of Slipperiness + P + 1 + uncommon + 0.5 + This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. + Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. + + Source: Dungeon Master's Guide p. 184 + + + Philter of Love + P + 1 + uncommon + 0.5 + The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. + + Source: Dungeon Master's Guide p. 184 + + + Potion of Acid Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to acid damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Animal Friendship + P + 1 + uncommon + 0.5 + When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Clairvoyance + P + 1 + rare + 0.5 + When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Climbing + P + 1 + common + 0.5 + When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Cloud Giant Strength + P + 1 + very rare + 0.5 + When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Cold Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to cold damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Diminution + P + 1 + rare + 0.5 + When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. + + Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Fire Breath + P + 1 + uncommon + 0.5 + After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. + + Source: Dungeon Master's Guide p. 187 + 4d6 + + + Potion of Fire Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Fire Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to fire damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Flying + P + 1 + very rare + 0.5 + When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Force Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to force damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Frost Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Gaseous Form + P + 1 + rare + 0.5 + When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Greater Healing + P + 1 + uncommon + 0.5 + You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 4d4+4 + + + Potion of Growth + P + 1 + uncommon + 0.5 + When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. + + Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Healing + P + 1 + common + 0.5 + You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 2d4+2 + + + Potion of Heroism + P + 1 + rare + 0.5 + For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Hill Giant Strength + P + 1 + uncommon + 0.5 + When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Invisibility + P + 1 + very rare + 0.5 + This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Invulnerability + P + 1 + rare + 0.5 + For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Lightning Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to lightning damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Longevity + P + 1 + very rare + 0.5 + When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. + + Source: Dungeon Master's Guide p. 188 + 1d6+6 + + + Potion of Mind Reading + P + 1 + rare + 0.5 + When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Necrotic Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to necrotic damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Poison + P + 1 + uncommon + 0.5 + This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. + If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. + + Source: Dungeon Master's Guide p. 188 + 3d6 + 2d6 + 1d6 + + + Potion of Poison Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to poison damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Psychic Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to psychic damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Radiant Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to radiant damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Speed + P + 1 + very rare + 0.5 + When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Stone Giant Strength + P + 1 + rare + 0.5 + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Storm Giant Strength + P + 1 + legendary + 0.5 + When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. + This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant. + + Source: Dungeon Master's Guide p. 187 + + + Potion of Superior Healing + P + 1 + rare + 0.5 + You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 8d4+8 + + + Potion of Supreme Healing + P + 1 + very rare + 0.5 + You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. + + Source: Dungeon Master's Guide p. 187 + 10d4+20 + + + Potion of Thunder Resistance + P + 1 + uncommon + 0.5 + When you drink this potion, you gain resistance to thunder damage for 1 hour. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Vitality + P + 1 + very rare + 0.5 + When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. + + Source: Dungeon Master's Guide p. 188 + + + Potion of Water Breathing + P + 1 + uncommon + 0.5 + You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. + + Source: Dungeon Master's Guide p. 188 + + + Blowgun + R + 1 + + + Proficiency: martial, blowgun + 10 + Source: Player's Handbook p. 149 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +1 + R + 1 + uncommon + 1 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +1 + ranged damage +1 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +2 + R + 1 + rare + 1 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +2 + ranged damage +2 + 1 + + P + M,A,LD + 25/100 + + + Blowgun +3 + R + 1 + very rare + 1 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 152 + ranged attacks +3 + ranged damage +3 + 1 + + P + M,A,LD + 25/100 + + + Blowgun of Warning + R + 1 + uncommon (requires attunement) + 1 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 213 + 1 + + P + M,A,LD + 25/100 + + + Dart + R + 0.25 + + + Proficiency: simple, dart + 0.05 + Source: Player's Handbook p. 149 + 1d4 + + P + F,T + 20/60 + + + Dart +1 + R + 1 + uncommon + 0.25 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d4 + + P + F,T + 20/60 + + + Dart +2 + R + 1 + rare + 0.25 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d4 + + P + F,T + 20/60 + + + Dart +3 + R + 1 + very rare + 0.25 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d4 + + P + F,T + 20/60 + + + Dart of Warning + R + 1 + uncommon (requires attunement) + 0.25 + 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. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 213 + 1d4 + + P + F,T + 20/60 + + + Hand Crossbow + R + 3 + + + Proficiency: martial, hand crossbow + 75 + Source: Player's Handbook p. 149 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +1 + R + 1 + uncommon + 3 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +2 + R + 1 + rare + 3 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow +3 + R + 1 + very rare + 3 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d6 + + P + M,A,L,LD + 30/120 + + + Hand Crossbow of Warning + R + 1 + uncommon (requires attunement) + 3 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + M,A,L,LD + 30/120 + + + Heavy Crossbow + R + 18 + + + Proficiency: martial, heavy crossbow + 50 + Source: Player's Handbook p. 149 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +1 + R + 1 + uncommon + 18 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +2 + R + 1 + rare + 18 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow +3 + R + 1 + very rare + 18 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Heavy Crossbow of Warning + R + 1 + uncommon (requires attunement) + 18 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 213 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Light Crossbow + R + 5 + + + Proficiency: simple, light crossbow + 25 + Source: Player's Handbook p. 149 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +1 + R + 1 + uncommon + 5 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +2 + R + 1 + rare + 5 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow +3 + R + 1 + very rare + 5 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d8 + + P + A,LD,2H + 80/320 + + + Light Crossbow of Warning + R + 1 + uncommon (requires attunement) + 5 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + A,LD,2H + 80/320 + + + Longbow + R + 2 + + + Proficiency: martial, longbow + 50 + Source: Player's Handbook p. 149 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +1 + R + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +2 + R + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow +3 + R + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d8 + + P + M,A,H,2H + 150/600 + + + Longbow of Warning + R + 1 + uncommon (requires attunement) + 2 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 213 + 1d8 + + P + M,A,H,2H + 150/600 + + + Net + R + 3 + + + Proficiency: martial, net + 1 + Source: Player's Handbook p. 149 + + + + M,S,T + 5/15 + + + Net +1 + R + 1 + uncommon + 3 + You have a +1 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 0 + + + M,S,T + 5/15 + + + Net +2 + R + 1 + rare + 3 + You have a +2 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 0 + + + M,S,T + 5/15 + + + Net +3 + R + 1 + very rare + 3 + You have a +3 bonus to attack rolls made with this weapon. + + NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 0 + + + M,S,T + 5/15 + + + Net of Warning + R + 1 + uncommon (requires attunement) + 3 + 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. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: martial, net + Source: Dungeon Master's Guide p. 213 + 0 + + + M,S,T + 5/15 + + + Oathbow + R + 1 + very rare (requires attunement) + 2 + When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. + When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. + While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 168 + 1d8 + + P + M,A,H,2H + 150/600 + 3d6 + + + Shortbow + R + 2 + + + Proficiency: simple, shortbow + 25 + Source: Player's Handbook p. 149 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +1 + R + 1 + uncommon + 2 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +2 + R + 1 + rare + 2 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d6 + + P + A,2H + 80/320 + + + Shortbow +3 + R + 1 + very rare + 2 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d6 + + P + A,2H + 80/320 + + + Shortbow of Warning + R + 1 + uncommon (requires attunement) + 2 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 213 + 1d6 + + P + A,2H + 80/320 + + + Sling + R + + + + Proficiency: simple, sling + 0.1 + Source: Player's Handbook p. 149 + 1d4 + + B + A + 30/120 + + + Sling +1 + R + 1 + uncommon + 0 + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 1d4 + + B + A + 30/120 + + + Sling +2 + R + 1 + rare + 0 + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 1d4 + + B + A + 30/120 + + + Sling +3 + R + 1 + very rare + 0 + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 1d4 + + B + A + 30/120 + + + Sling of Warning + R + 1 + uncommon (requires attunement) + 0 + 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 213 + 1d4 + + B + A + 30/120 + + + Vicious Blowgun + R + 1 + rare + 1 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, blowgun + Source: Dungeon Master's Guide p. 209 + 1 + + P + M,A,LD + 25/100 + + + Vicious Dart + R + 1 + rare + 0.25 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. + + Proficiency: simple, dart + Source: Dungeon Master's Guide p. 209 + 1d4 + + P + F,T + 20/60 + + + Vicious Hand Crossbow + R + 1 + rare + 3 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: martial, hand crossbow + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + M,A,L,LD + 30/120 + + + Vicious Heavy Crossbow + R + 1 + rare + 18 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, heavy crossbow + Source: Dungeon Master's Guide p. 209 + 1d10 + + P + M,A,H,LD,2H + 100/400 + + + Vicious Light Crossbow + R + 1 + rare + 5 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, light crossbow + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + A,LD,2H + 80/320 + + + Vicious Longbow + R + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: martial, longbow + Source: Dungeon Master's Guide p. 209 + 1d8 + + P + M,A,H,2H + 150/600 + + + Vicious Shortbow + R + 1 + rare + 2 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: simple, shortbow + Source: Dungeon Master's Guide p. 209 + 1d6 + + P + A,2H + 80/320 + + + Vicious Sling + R + 1 + rare + 0 + When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Proficiency: simple, sling + Source: Dungeon Master's Guide p. 209 + 1d4 + + B + A + 30/120 + + + Immovable Rod + RD + 1 + uncommon + 2 + This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success + + Source: Dungeon Master's Guide p. 175 + + + Rod of Absorption + RD + 1 + very rare (requires attunement) + 2 + While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. + When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. + If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. + A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. + + Source: Dungeon Master's Guide p. 195 + + + Rod of Alertness + RD + 1 + very rare (requires attunement) + 2 + This rod has a flanged head and the following properties. + + Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. + + Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. + + Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. + The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 196 + + + Rod of Lordly Might + RD + 1 + legendary (requires attunement) + 2 + This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. + + Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. + If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. + If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. + If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. + If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. + If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. + If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. + + Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. + + Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. + + Terrify: While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. + + Proficiency: simple, mace + Source: Dungeon Master's Guide p. 196 + 4d6 + + + Rod of Resurrection + RD + 1 + legendary (requires attunement by a Cleric, Druid, or Paladin) + 2 + The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). + The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. + + Source: Dungeon Master's Guide p. 197 + + + Rod of Rulership + RD + 1 + rare (requires attunement) + 2 + You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 197 + + + Rod of Security + RD + 1 + very rare + 2 + While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. + For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). + When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. + + Source: Dungeon Master's Guide p. 197 + + + Rod of the Pact Keeper, +1 + RD + 1 + uncommon (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +1 + spell dc +1 + + + Rod of the Pact Keeper, +2 + RD + 1 + rare (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +2 + spell dc +2 + + + Rod of the Pact Keeper, +3 + RD + 1 + very rare (requires attunement by a Warlock) + 2 + While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. + In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. + + Source: Dungeon Master's Guide p. 197 + spell attack +3 + spell dc +3 + + + Tentacle Rod + RD + 1 + rare (requires attunement) + 2 + Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + + Source: Dungeon Master's Guide p. 208 + 1d20+9 + 1d6 + + + Ring of Acid Resistance + RG + 1 + rare (requires attunement) + + You have resistance to acid damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Air Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air. + The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. + If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: + • You have resistance to lightning damage. + • You have a flying speed equal to your walking speed and can hover. + • You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Animal Influence + RG + 1 + rare + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: + • Animal friendship (save DC 13) + • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower + • Speak with animals + + Source: Dungeon Master's Guide p. 189 + 1d3 + + + Ring of Cold Resistance + RG + 1 + rare (requires attunement) + + You have resistance to cold damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Djinni Summoning + RG + 1 + legendary (requires attunement) + + While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. + While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. + After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. + + Source: Dungeon Master's Guide p. 190 + + + Ring of Earth Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. + The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. + If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: + • You have resistance to acid damage. + • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. + • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Evasion + RG + 1 + rare (requires attunement) + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. + + Source: Dungeon Master's Guide p. 191 + 1d3 + + + Ring of Feather Falling + RG + 1 + rare (requires attunement) + + When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Fire Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire. + The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. + If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: + • You are immune to fire damage. + • You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Fire Resistance + RG + 1 + rare (requires attunement) + + You have resistance to fire damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Force Resistance + RG + 1 + rare (requires attunement) + + You have resistance to force damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Free Action + RG + 1 + rare (requires attunement) + + While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Invisibility + RG + 1 + legendary (requires attunement) + + While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Jumping + RG + 1 + uncommon (requires attunement) + + While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Lightning Resistance + RG + 1 + rare (requires attunement) + + You have resistance to lightning damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Mind Shielding + RG + 1 + uncommon (requires attunement) + + While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. + You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. + If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. + + Source: Dungeon Master's Guide p. 191 + + + Ring of Necrotic Resistance + RG + 1 + rare (requires attunement) + + You have resistance to necrotic damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Poison Resistance + RG + 1 + rare (requires attunement) + + You have resistance to poison damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Protection + RG + 1 + rare (requires attunement) + + You gain a +1 bonus to AC and saving throws while wearing this ring. + + Source: Dungeon Master's Guide p. 191 + ac +1 + saving throws +1 + + + Ring of Psychic Resistance + RG + 1 + rare (requires attunement) + + You have resistance to psychic damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Radiant Resistance + RG + 1 + rare (requires attunement) + + You have resistance to radiant damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Regeneration + RG + 1 + very rare (requires attunement) + + While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. + + Source: Dungeon Master's Guide p. 191 + 1d6 + + + Ring of Shooting Stars + RG + 1 + very rare (requires attunement Outdoors at Night) + + While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. + The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. + + Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring. + + Ball Lightning: You can expend 2 charges as an, action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. + Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. + As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) + + Shooting Stars. + You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one. + + Source: Dungeon Master's Guide p. 192 + 1d6 + 2d4 + 2d6 + 5d4 + 4d12 + + + Ring of Spell Storing + RG + 1 + rare (requires attunement) + + This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6-1 levels of stored spells chosen by the DM. + Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. + While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Spell Turning + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Swimming + RG + 1 + uncommon + + You have a swimming speed of 40 feet while wearing this ring. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Telekinesis + RG + 1 + very rare (requires attunement) + + While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. + + Source: Dungeon Master's Guide p. 193 + + + Ring of the Ram + RG + 1 + rare (requires attunement) + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. + Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. + + Source: Dungeon Master's Guide p. 193 + 1d3 + 1d20+7 + 2d10 + 1d20+5 + 1d20+10 + 1d20+15 + + + Ring of Three Wishes + RG + 1 + legendary + + While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Thunder Resistance + RG + 1 + rare (requires attunement) + + You have resistance to thunder damage while wearing this ring. + + Source: Dungeon Master's Guide p. 192 + + + Ring of Warmth + RG + 1 + uncommon (requires attunement) + + While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. + + Source: Dungeon Master's Guide p. 193 + + + Ring of Water Elemental Command + RG + 1 + legendary (requires attunement) + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. + The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. + You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. + If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: + • You can breathe underwater and have a swimming speed equal to your walking speed. + • You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). + + Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Water Walking + RG + 1 + uncommon + + While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. + + Source: Dungeon Master's Guide p. 193 + + + Ring of X-ray Vision + RG + 1 + rare (requires attunement) + + While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. + Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. + + Source: Dungeon Master's Guide p. 193 + + + Animated Shield + S + 1 + very rare (requires attunement) + 6 + While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. + + Source: Dungeon Master's Guide p. 183 + 2 + + + + + Arrow-Catching Shield + S + 1 + rare (requires attunement) + 6 + You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. + + Source: Dungeon Master's Guide p. 152 + 2 + + + + + Sentinel Shield + S + 1 + uncommon + 6 + While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. + + Source: Dungeon Master's Guide p. 199 + 2 + + + + + Shield + S + 6 + 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. + + 10 + Source: Player's Handbook p. 144 + 2 + + + + + Shield +1 + S + 1 + uncommon + 6 + 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 + ac +1 + 2 + + + + + Shield +2 + S + 1 + rare + 6 + 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 + ac +2 + 2 + + + + + Shield +3 + S + 1 + very rare + 6 + 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 + ac +3 + 2 + + + + + Shield of Missile Attraction + S + 1 + rare, cursed (requires attunement) + 6 + While holding this shield, you have resistance to damage from ranged weapon attacks. + + Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. + + Source: Dungeon Master's Guide p. 200 + 2 + + + + + Spellguard Shield + S + 1 + very rare (requires attunement) + 6 + While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you + + Source: Dungeon Master's Guide p. 201 + 2 + + + + + Scroll of Protection from Aberrations + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Beasts + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Celestials + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Elementals + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fey + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fiends + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Plants + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Undead + SC + 1 + rare + + Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. + + Source: Dungeon Master's Guide p. 199 + + + Spell Scroll (1st Level) + SC + 1 + common + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 200 + 1d20+SPELL + 1d20+5 + + + Spell Scroll (2nd Level) + SC + 1 + uncommon + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 201 + 1d20+SPELL + 1d20+5 + + + Spell Scroll (3rd Level) + SC + 1 + uncommon + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 202 + 1d20+SPELL + 1d20+7 + + + Spell Scroll (4th Level) + SC + 1 + rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 203 + 1d20+SPELL + 1d20+7 + + + Spell Scroll (5th Level) + SC + 1 + rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 204 + 1d20+SPELL + 1d20+9 + + + Spell Scroll (6th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16 On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 205 + 1d20+SPELL + 1d20+9 + + + Spell Scroll (7th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 206 + 1d20+SPELL + 1d20+10 + + + Spell Scroll (8th Level) + SC + 1 + very rare + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 207 + 1d20+SPELL + 1d20+10 + + + Spell Scroll (9th Level) + SC + 1 + legendary + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. + A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 208 + 1d20+SPELL + 1d20+11 + + + Spell Scroll (Cantrip) + SC + 1 + common + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. + If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10. On a failed check, the spell disappears from the scroll with no other effect. + Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. + A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Source: Dungeon Master's Guide p. 199 + 1d20+SPELL + 1d20+5 + + + Staff of Charming + ST + 1 + rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) + 4 + While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. + If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. + The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 201 + 1d8+2 + + + Staff of Fire + ST + 1 + very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) + 4 + You have resistance to fire damage while you hold this staff. + The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). + The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 201 + 1d6+4 + + + Staff of Frost + ST + 1 + very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) + 4 + You have resistance to cold damage while you hold this staff. + The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). + The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Healing + ST + 1 + rare (requires attunement by a Bard, Cleric, or Druid) + 4 + This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). + The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Power + ST + 1 + very rare (requires attunement by a Sorcerer, Warlock, or Wizard) + 4 + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. + The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. + + Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. + + Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). + + Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. + You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. + + Distance from Origin — Damage: + 10 ft. away or closer — 8 x the number of charges in the staff + 11 to 20 ft. away — 6 x the number of charges in the staff + 21 to 30 ft. away — 4 x the number of charges in the staff + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 202 + ac +2 + saving throws +2 + spell attack +2 + 2d8+4 + 1d6 + + + Staff of Striking + ST + 1 + very rare (requires attunement) + 4 + This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. + The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6 + 2d6 + 3d6 + 1d6+4 + + + Staff of Swarming Insects + ST + 1 + rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) + 4 + This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. + + Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). + + Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6+4 + + + Staff of the Adder + ST + 1 + uncommon (requires attunement by a Cleric, Druid, or Warlock) + 4 + You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. + You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. + The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + 1d6 + 3d6 + + + Staff of the Magi + ST + 1 + legendary (requires attunement by a Sorcerer, Warlock, or Wizard) + 4 + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. + The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. + + Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). + + Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). + You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. + + Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. + You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. + + Distance from Origin — Damage: + 10 ft. away or closer — 8 x the number of charges in the staff + 11 to 20 ft. away — 6 x the number of charges in the staff + 21 to 30 ft. away — 4 x the number of charges in the staff + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 203 + spell attack +2 + 4d6+2 + + + Staff of the Python + ST + 1 + uncommon (requires attunement by a Cleric, Druid, or Warlock) + 4 + You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. + On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. + If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + + + Staff of the Woodlands + ST + 1 + rare (requires attunement by a Druid) + 4 + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. + The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. + + Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). + You can also use an action to cast the pass without trace spell from the staff without using any charges. + + Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + spell attack +2 + 1d6+4 + + + Staff of Thunder and Lightning + ST + 1 + very rare (requires attunement) + 4 + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. + + Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. + + Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. + + Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. + + Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. + + Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 204 + 2d6 + 9d6 + + + Staff of Withering + ST + 1 + rare (requires attunement by a Cleric, Druid, or Warlock) + 4 + This staff has 3 charges and regains 1d3 expended charges daily at dawn. + The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. + + Proficiency: simple, quarterstaff + Source: Dungeon Master's Guide p. 205 + 1d3 + 2d10 + + + Alchemy Jug + W + 1 + uncommon + 12 + This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. + You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. + Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. + + Liquid — Max Amount: + Acid — 8 ounces + Basic poison — 1/2 ounce + Beer — 4 gallons + Honey — 1 gallon + Mayonnaise — 2 gallons + Oil — 1 quart + Vinegar — 2 gallons + Water, fresh — 8 gallons + Water, salt — 12 gallons + Wine — 1 gallon + + Source: Dungeon Master's Guide p. 150 + + + Amulet of Health + W + 1 + rare (requires attunement) + 1 + Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is 19 or higher without it. + + Source: Dungeon Master's Guide p. 150 + + + Amulet of Proof Against Detection and Location + W + 1 + uncommon (requires attunement) + 1 + While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. + + Source: Dungeon Master's Guide p. 150 + + + Amulet of the Planes + W + 1 + very rare (requires attunement) + 1 + While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. + + Source: Dungeon Master's Guide p. 150 + + + Apparatus of Kwalish + W + 1 + legendary + 500 + This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. + The apparatus of Kwalish is a Large object with the following statistics: + + Armor Class: 20 + Hit Points: 200 + Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) + Damage Immunities: poison, psychic + To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. + The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. + A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. + + Apparatus of Kwalish Levers: + 1 — Up: Legs and tail extend, allowing the apparatus to walk and swim. + 1 — Down: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. + 2 — Up: Forward window shutter opens. + 2 — Down: Forward window shutter closes. + 3 — Up: Side window shutters open (two per side). + 3 — Down: Side window shutters close (two per side). + 4 — Up: Two claws extend from the front sides of the apparatus. + 4 — Down: The claws retract. + 5 — Up: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. + 5 — Down: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). + 6 — Up: The apparatus walks or swims forward. + 6 — Down: The apparatus walks or swims backward. + 7 — Up: The apparatus turns 90 degrees left. + 7 — Down: The apparatus turns 90 degrees right. + 8 — Up: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. + 8 — Down: The light turns off. + 9 — Up: The apparatus sinks as much as 20 feet in liquid. + 9 — Down: The apparatus rises up to 20 feet in liquid. + 10 — Up: The rear hatch unseals and opens. + 10 — Down: The rear hatch closes and seals. + + Source: Dungeon Master's Guide p. 151 + 1d20+8 + 2d6 + + + Bag of Beans + W + 1 + rare + 0.5 + Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. + If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. + If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. + + d100 — Effect: + 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. + 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. + 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. + 21-30 — An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. + 31-40 — A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). + 41-50 — 1d6+6 shriekers sprout (see the Monster Manual for statistics). + 51-60 — 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. + 61-70 — A hungry bulette (see the Monster Manual for statistics) burrows up and attacks. + 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. + 81-90 — A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. + 91-99 — A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice. + 00 — A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. + + Source: Dungeon Master's Guide p. 152 + 5d4 + 1d100 + + + Bag of Devouring + W + 1 + very rare + 0.5 + This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. + The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. + Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. + If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. + + Source: Dungeon Master's Guide p. 153 + + + Bag of Holding + W + 1 + uncommon + 15 + This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. + If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. + Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. + + Source: Dungeon Master's Guide p. 153 + + + Bag of Tricks, Gray + W + 1 + uncommon + 0.5 + This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. + You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. + The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Weasel + 2 — Giant rat + 3 — Badger + 4 — Boar + 5 — Panther + 6 — Giant badger + 7 — Dire wolf + 8 — Giant elk + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Bag of Tricks, Rust + W + 1 + uncommon + 0.5 + This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. + You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. + The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Rat + 2 — Owl + 3 — Mastiff + 4 — Goat + 5 — Giant goat + 6 — Giant boar + 7 — Lion + 8 — Brown bear + + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Bag of Tricks, Tan + W + 1 + uncommon + 0.5 + This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. + You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. + The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points. + Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. + + d8 — Creature: + 1 — Jackal + 2 — Ape + 3 — Baboon + 4 — Axe beak + 5 — Black bear + 6 — Giant weasel + 7 — Giant hyena + 8 — Tiger + + Source: Dungeon Master's Guide p. 154 + 1d8 + + + Bead of Force + W + 1 + rare + 0.0625 + This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 beads of force are found together. + You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. + An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. + + Source: Dungeon Master's Guide p. 154 + 5d4 + + + Belt of Cloud Giant Strength + W + 1 + legendary (requires attunement) + + While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Dwarvenkind + W + 1 + rare (requires attunement) + + While wearing this belt, you gain the following benefits: + • Your Constitution score increases by 2, to a maximum of 20. + • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. + In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. + If you aren't a dwarf, you gain the following additional benefits while wearing the belt: + • You have advantage on saving throws against poison, and you have resistance against poison damage. + • You have darkvision out to a range of 60 feet. + • You can speak, read, and write Dwarvish. + + Source: Dungeon Master's Guide p. 155 + constitution +2 + + + Belt of Fire Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Frost Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Hill Giant Strength + W + 1 + rare (requires attunement) + + While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Stone Giant Strength + W + 1 + very rare (requires attunement) + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. + + Source: Dungeon Master's Guide p. 155 + + + Belt of Storm Giant Strength + W + 1 + legendary (requires attunement) + + While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. + + Source: Dungeon Master's Guide p. 155 + + + Book of Exalted Deeds + W + 1 + artifact (requires attunement by a creature of good alignment) + 5 + The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. + The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. + A heavy clasp, wrought to look like angel wings,. keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. + Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. + + Random Properties: The Book of Exalted Deeds has the following random properties: + • 2 minor beneficial properties + • 2 major beneficial properties + + Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. + + Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. + + Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage. + + Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. + + Source: Dungeon Master's Guide p. 222 + wisdom +2 + + + Book of Vile Darkness + W + 1 + artifact (requires attunement) + 5 + The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. + Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. + Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. + Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. + A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. + Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. + The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. + + Random Properties: The Book of Vile Darkness has the following random properties: + • 3 minor beneficial properties + • 1 major beneficial property + • 3 minor detrimental properties + • 2 major detrimental properties + + Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. + + Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. + + Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. + + Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. + + Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. + + Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. + If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. + A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. + If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. + + Source: Dungeon Master's Guide p. 222 + + + Boots of Elvenkind + W + 1 + uncommon + + While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. + + Source: Dungeon Master's Guide p. 155 + + + Boots of Levitation + W + 1 + rare (requires attunement) + + While you wear these boots, you can use an action to cast the levitate spell on yourself at will. + + Source: Dungeon Master's Guide p. 155 + + + Boots of Speed + W + 1 + rare (requires attunement) + + While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. + When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. + + Source: Dungeon Master's Guide p. 155 + + + Boots of Striding and Springing + W + 1 + uncommon (requires attunement) + + While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. + + Source: Dungeon Master's Guide p. 156 + + + Boots of the Winterlands + W + 1 + uncommon (requires attunement) + + These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: + • You have resistance to cold damage. + • You ignore difficult terrain created by ice or snow. + • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. + + Source: Dungeon Master's Guide p. 156 + + + Bowl of Commanding Water Elementals + W + 1 + rare + 3 + While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. + The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. + + Source: Dungeon Master's Guide p. 156 + + + Bracers of Archery + W + 1 + uncommon (requires attunement) + + While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. + + Source: Dungeon Master's Guide p. 156 + + + Bracers of Defense + W + 1 + rare (requires attunement) + + While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. + + Source: Dungeon Master's Guide p. 156 + ac +2 + + + Brazier of Commanding Fire Elementals + W + 1 + rare + 5 + While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. + The brazier weighs 5 pounds. + + Source: Dungeon Master's Guide p. 156 + + + Brooch of Shielding + W + 1 + uncommon (requires attunement) + + While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. + + Source: Dungeon Master's Guide p. 156 + + + Broom of Flying + W + 1 + uncommon + 3 + This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. + You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. + + Source: Dungeon Master's Guide p. 156 + + + Candle of Invocation + W + 1 + very rare (requires attunement) + + This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. + + d20 — Alignment: + 1-2 — Chaotic evil + 3-4 — Chaotic Neutral + 5-7 — Chaotic good + 8-9 — Neutral evil + 10-11 — Neutral + 12-13 — Neutral good + 14-15 — Lawful evil + 16-17 — Lawful neutral + 18-20 — Lawful good + + The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. + While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. + Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. + + Source: Dungeon Master's Guide p. 157 + + + Cap of Water Breathing + W + 1 + uncommon + + While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. + + Source: Dungeon Master's Guide p. 157 + + + Cape of the Mountebank + W + 1 + rare + + This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. + When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 3 ft. x 5 ft. + W + 1 + very rare + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 4 ft. x 6 ft. + W + 1 + very rare + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 5 ft. x 7 ft. + W + 1 + very rare + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. + + Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 6 ft. x 9 ft. + W + 1 + very rare + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. + A 6 ft.x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. + + Source: Dungeon Master's Guide p. 157 + + + Censer of Controlling Air Elementals + W + 1 + rare + 1 + While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. + This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. + + Source: Dungeon Master's Guide p. 158 + + + Chime of Opening + W + 1 + rare + 1 + This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. + The chime can be used ten times. After the tenth time it cracks and becomes useless. + + Source: Dungeon Master's Guide p. 158 + + + Circlet of Blasting + W + 1 + uncommon + + While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. + + Source: Dungeon Master's Guide p. 158 + 1d20+5 + + + Cloak of Arachnida + W + 1 + very rare (requires attunement) + + This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: + • You have resistance to poison damage. + • You have a climbing speed equal to your walking speed. + • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. + • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. + • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Displacement + W + 1 + rare (requires attunement) + + While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Elvenkind + W + 1 + uncommon (requires attunement) + + While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Invisibility + W + 1 + legendary (requires attunement) + + While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. + + Source: Dungeon Master's Guide p. 158 + + + Cloak of Protection + W + 1 + uncommon (requires attunement) + + You gain a +1 bonus to AC and saving throws while you wear this cloak. + + Source: Dungeon Master's Guide p. 159 + ac +1 + saving throws +1 + + + Cloak of the Bat + W + 1 + rare (requires attunement) + + While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. + While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. + + Source: Dungeon Master's Guide p. 159 + + + Cloak of the Manta Ray + W + 1 + uncommon + + While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball + W + 1 + very rare (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Mind Reading + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Telepathy + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of True Seeing + W + 1 + legendary (requires attunement) + 3 + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. + While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. + + Source: Dungeon Master's Guide p. 159 + + + Cube of Force + W + 1 + rare (requires attunement) + + This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. + You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. + + Cube of Force Faces: + Face — Charges — Effect: + 1 — 1 — Gases, wind, and fog can't pass through the barrier. + 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. + 3 — 3 — Living matter can 't pass through the barrier. + 4 — 4 — Spell effects can 't pass through the barrier. + 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. + 6 — 0 — The barrier deactivates. + + The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. + + Spell or item — Charges Lost: + Disintegrate — 1d12 + Horn of Blasting — 1d10 + Passwall — 1d6 + Prismatic spray — 1d20 + Wall of fire — 1d4 + + Source: Dungeon Master's Guide p. 159 + 1d20 + + + Cubic Gate + W + 1 + legendary + + This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. + You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. + The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 160 + 1d3 + + + Daern's Instant Fortress + W + 1 + rare + + You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. + The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. + Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. + The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. + + Source: Dungeon Master's Guide p. 160 + 10d10 + + + Decanter of Endless Water + W + 1 + uncommon + 2 + This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. + You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: + • "Stream" produces 1 gallon of water. + • "Fountain" produces 5 gallons of water. + • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. + + Source: Dungeon Master's Guide p. 161 + 1d4 + + + Deck of Illusions + W + 1 + uncommon + + This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. + The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. + An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. + The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. + + Playing Card — Illusion: + Ace of hearts — Red dragon + King of hearts — Knight and four guards + Queen of hearts — Succubus or incubus + Jack of hearts — Druid + Ten of hearts — Cloud giant + Nine of hearts — Ettin + Eight of hearts — Bugbear + Two of hearts — Goblin + Ace of diamonds — Beholder + King of diamonds — Archmage and mage apprentice + Queen of diamonds — Night hag + Jack of diamonds — Assassin + Ten of diamonds — Fire giant + Nine of diamonds — Ogre mage + Eight of diamonds — Gnoll + Two of diamonds — Kobold + Ace of spades — Lich + King of spades — Priest and two acolytes + Queen of spades — Medusa + Jack of spades — Veteran + Ten of spades — Frost giant + Nine of spades — Troll + Eight of spades — Hobgoblin + Two of spades — Goblin + Ace of clubs — Iron golem + King of clubs — Bandit captain and three bandits + Queen of clubs — Erinyes + Jack of clubs — Berserker + Ten of clubs — Hill giant + Nine of clubs — Ogre + Eight of clubs — Ore + Two of clubs — Kobold + jokers (2) — You (the deck's owner) + + Source: Dungeon Master's Guide p. 161 + + + Deck of Many Things + W + 1 + legendary + + Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. + Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. + Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. + + Playing Card — Card: + Ace of diamonds — Vizier* + King of diamonds — Sun + Queen of diamonds — Moon + Jack of diamonds — Star + Two of diamonds — Comet* + Ace of hearts — The Fates* + King of hearts — Throne + Queen of hearts — Key + Jack of hearts — Knight + Two of hearts — Gem* + Ace of clubs — Talons* + King of clubs — The Void + Queen of clubs — Flames + Jack of clubs — Skull + Two of clubs — Idiot* + Ace of spades — Donjon* + King of spades — Ruin + Queen of spades — Euryale + Jack of spades — Rogue + Two of spades — Balance* + Joker (with TM) — Fool* + Joker (without TM) — Jester + * Found only in a deck with twenty-two cards + + + Balance: Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. + Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. + Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. + Euryale: The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. + The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. + Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. + Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. + Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. + Idiot: Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. + Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. + Knight: You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. + Moon: You are granted the ability to cast the wish spell 1d3 times. + Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. + Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. + Skull: You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. + Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. + Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. + Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. + Throne: You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as. yours. + Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. + The Void: This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. + + Source: Dungeon Master's Guide p. 162 + + + Dimensional Shackles + W + 1 + rare + + You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. + You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles. + + Source: Dungeon Master's Guide p. 165 + + + Driftglobe + W + 1 + uncommon + 1 + This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. + You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. + + Source: Dungeon Master's Guide p. 166 + + + Dust of Disappearance + W + 1 + uncommon + + Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. + + Source: Dungeon Master's Guide p. 166 + + + Dust of Dryness + W + 1 + uncommon + + This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. + Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. + An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. + + Source: Dungeon Master's Guide p. 166 + 10d6 + + + Dust of Sneezing and Choking + W + 1 + uncommon + + Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. + When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. + + Source: Dungeon Master's Guide p. 166 + + + Efreeti Bottle + W + 1 + very rare + 1 + This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics. + The first time the bottle is opened, the DM rolls to determine what happens. + + d100 — Effect: + 01-10 — The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. + 11-90 — The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. + 91-00 — The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Blue Sapphire + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Emerald + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Red Corundum + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Yellow Diamond + W + 1 + uncommon + + This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. + + Source: Dungeon Master's Guide p. 167 + + + Eversmoking Bottle + W + 1 + uncommon + 1 + Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. + The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. + + Source: Dungeon Master's Guide p. 168 + + + Eye of Vecna + W + 1 + artifact (requires attunement) + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. + Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. + Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. + The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. + To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. + To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. + + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + + Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: + • You have truesight. + • You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. + • The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. + + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + • You are immune to disease and poison. + • Using the eye's X-ray vision never causes you to suffer exhaustion. + • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. + • If you start your turn with at least 1 hit point, you regain 1d100 hit points. + • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. + • You can use an action to cast wish. This property can't be used again until 30 days have passed. + + Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. + + Source: Dungeon Master's Guide p. 224 + + + Eyes of Charming + W + 1 + uncommon (requires attunement) + + These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 168 + + + Eyes of Minute Seeing + W + 1 + uncommon + + These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. + + Source: Dungeon Master's Guide p. 168 + + + Eyes of the Eagle + W + 1 + uncommon (requires attunement) + + These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. + + Source: Dungeon Master's Guide p. 168 + + + Figurine of Wondrous Power, Bronze Griffon + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Bronze Griffon. + This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ebony Fly + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Ebony Fly. + This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 day have passed. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Golden Lions + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Golden Lions. + These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ivory Goats + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Ivory Goats. + These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: + • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. + • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. + • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. + + Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Marble Elephant + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Marble Elephant. + This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Obsidian Steed + W + 1 + very rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Obsidian Steed. + This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. + If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Onyx Dog + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Onyx Dog. + This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Serpentine Owl + W + 1 + rare + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Serpentine Owl. + This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. + + Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Silver Raven + W + 1 + uncommon + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. + The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. + The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. + + Silver Raven. + This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. + + Source: Dungeon Master's Guide p. 170 + + + Folding Boat + W + 1 + rare + 4 + This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. + One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. + The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. + When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. + The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. + + Source: Dungeon Master's Guide p. 170 + + + Gauntlets of Ogre Power + W + 1 + uncommon (requires attunement) + + Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. + + Source: Dungeon Master's Guide p. 171 + + + Gem of Brightness + W + 1 + uncommon + 1 + This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: + • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. + • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. + When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp. + + Source: Dungeon Master's Guide p. 171 + + + Gem of Seeing + W + 1 + rare (requires attunement) + 1 + This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. + The gem regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 172 + 1d3 + + + Gloves of Missile Snaring + W + 1 + uncommon (requires attunement) + + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. + + Source: Dungeon Master's Guide p. 172 + 1d10+Dex + + + Gloves of Swimming and Climbing + W + 1 + uncommon (requires attunement) + + While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. + + Source: Dungeon Master's Guide p. 172 + + + Gloves of Thievery + W + 1 + uncommon + + These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. + + Source: Dungeon Master's Guide p. 172 + + + Goggles of Night + W + 1 + uncommon + + While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. + + Source: Dungeon Master's Guide p. 172 + + + Hand of Vecna + W + 1 + artifact (requires attunement) + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. + Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. + Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. + The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. + To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. + To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. + + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + • 1 minor beneficial property + • 1 major beneficial property + • 1 minor detrimental property + + Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits: + • Your Strength score becomes 20, unless it is already 20 or higher. + • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. + • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. + + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + • You are immune to disease and poison. + • Using the eye's X-ray vision never causes you to suffer exhaustion. + • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. + • If you start your turn with at least 1 hit point, you regain 1d100 hit points. + • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. + • You can use an action to cast wish. This property can't be used again until 30 days have passed. + + Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. + + Source: Dungeon Master's Guide p. 224 + + + Hat of Disguise + W + 1 + uncommon (requires attunement) + + While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. + + Source: Dungeon Master's Guide p. 173 + + + Headband of Intellect + W + 1 + uncommon (requires attunement) + + Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. + + Source: Dungeon Master's Guide p. 173 + + + Helm of Brilliance + W + 1 + very rare (requires attunement) + + This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. + You gain the following benefits while wearing it: + • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. + • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. + • As long as the helm has at least one ruby, you have resistance to fire damage. + • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. + Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. + + Source: Dungeon Master's Guide p. 173 + 1d6 + + + Helm of Comprehending Languages + W + 1 + uncommon + + While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. + + Source: Dungeon Master's Guide p. 173 + + + Helm of Telepathy + W + 1 + uncommon (requires attunement) + + While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. + While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 174 + + + Helm of Teleportation + W + 1 + rare (requires attunement) + + This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 174 + 1d3 + + + Heward's Handy Haversack + W + 1 + rare + 5 + This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. + Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. + The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. + Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. + + Source: Dungeon Master's Guide p. 174 + + + Horn of Blasting + W + 1 + rare + 2 + You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. + Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. + + Source: Dungeon Master's Guide p. 174 + 5d6 + + + Horn of Valhalla, Brass + W + 1 + rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. + A brass horn summons 3d4+3 berserkers. To use the brass horn, you must be proficient with all simple weapons. + If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. + + Source: Dungeon Master's Guide p. 175 + 3d4+3 + + + Horn of Valhalla, Bronze + W + 1 + very rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. + A bronze horn summons 4d4+4 berserkers. To use the bronze horn, you must be proficient with medium armor. + If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. + + Source: Dungeon Master's Guide p. 175 + 4d4+4 + + + Horn of Valhalla, Iron + W + 1 + legendary + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. + The iron horn summons 5d4+5 berserkers. To use the iron horn, you must be proficient with all martial weapons. + If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. + + Source: Dungeon Master's Guide p. 175 + 5d4+5 + + + Horn of Valhalla, Silver + W + 1 + rare + 2 + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. + The silver horn summons 2d4+2 berserkers. + The berserkers are friendly to you and your companions and follow your commands. + + Source: Dungeon Master's Guide p. 175 + 2d4+2 + + + Horseshoes of a Zephyr + W + 1 + very rare + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. + + Source: Dungeon Master's Guide p. 175 + + + Horseshoes of Speed + W + 1 + rare + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. + + Source: Dungeon Master's Guide p. 175 + + + Instrument of the Bards, Anstruth Harp + W + 1 + very rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Canaith Mandolin + W + 1 + rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Cli Lyre + W + 1 + rare (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Doss Lute + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Fochlucan Bandore + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Mac-Fuirmidh Cittern + W + 1 + uncommon (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. + + Source: Dungeon Master's Guide p. 176 + + + Instrument of the Bards, Ollamh Harp + W + 1 + legendary (requires attunement by a Bard) + 2 + An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. + You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. + When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus + All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. + In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Absorption + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Absorption. + While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. + Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Agility + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Agility. + Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + dexterity +2 + + + Ioun Stone, Awareness + W + 1 + rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Awareness. + You can't be surprised while this dark blue rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Fortitude + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Fortitude + Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + constitution +2 + + + Ioun Stone, Greater Absorption + W + 1 + legendary (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Greater Absorption. + While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Insight + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Insight. + Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + wisdom +2 + + + Ioun Stone, Intellect + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Intellect. + Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + intelligence +2 + + + Ioun Stone, Leadership + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Leadership. + Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. + + Source: Dungeon Master's Guide p. 176 + charisma +2 + + + Ioun Stone, Mastery + W + 1 + legendary (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Mastery. + Your proficiency bonus increases by 1 while this pale green prism orbits your head. + + Source: Dungeon Master's Guide p. 176 + proficiency bonus +1 + + + Ioun Stone, Protection + W + 1 + rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Protection. + You gain a +1 bonus to AC while this dusty rose prism orbits your head. + + Source: Dungeon Master's Guide p. 176 + ac +1 + + + Ioun Stone, Regeneration + W + 1 + legendary (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Regeneration. + You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Reserve + W + 1 + rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Reserve. + This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the DM. + Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. + While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. + + Source: Dungeon Master's Guide p. 176 + + + Ioun Stone, Strength + W + 1 + very rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Strength. + Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. + + Source: Dungeon Master's Guide p. 176 + strength +2 + + + Ioun Stone, Sustenance + W + 1 + rare (requires attunement) + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. + When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. + A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. + + Sustenance. + You don't need to eat or drink while this clear spindle orbits your head. + + Source: Dungeon Master's Guide p. 176 + + + Iron Bands of Bilarro + W + 1 + rare + 1 + This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. + Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. + A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. + Once the bands are used, they can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 177 + + + Iron Flask + W + 1 + legendary + 1 + This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. + You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. + An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. + + d100 — Contents: + 01-50 — Empty + 51 — Arcanaloth + 52 — Cambion + 53-54 — Dao + 55-57 — Demon (type 1) + 58-60 — Demon (type 2) + 61-62 — Demon (type 3) + 63-64 — Demon (type 4) + 65 — Demon (type 5) + 66 — Demon (type 6) + 67 — Deva + 68-69 — Devil (greater) + 70-72 — Devil (lesser) + 73-74 — Djinni + 75-76 — Efreeti + 77-78 — Elemental (any) + 79 — Githyanki knight + 80 — Githzerai zerth + 81-82 — Invisible stalker + 83-84 — Marid + 85-86 — Mezzoloth + 87-88 — Night hag + 89-90 — Nycaloth + 91 — Planetar + 92-93 — Salamander + 94-95 — Slaad (any) + 96 — Solar + 97-98 — Succubus/incubus + 99 — Ultroloth + 00 — Xorn + + Source: Dungeon Master's Guide p. 178 + + + Keoghtom's Ointment + W + 1 + uncommon + + This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. + As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. + + Source: Dungeon Master's Guide p. 179 + 2d8+2 + + + Lantern of Revealing + W + 1 + uncommon + 2 + While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. + + Source: Dungeon Master's Guide p. 179 + + + Mantle of Spell Resistance + W + 1 + rare (requires attunement) + + You have advantage on saving throws against spells while you wear this cloak. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Bodily Health + W + 1 + very rare + 5 + This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Clay Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. + To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Flesh Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. + To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Gainful Exercise + W + 1 + very rare + 5 + This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Iron Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. + To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Manual of Quickness of Action + W + 1 + very rare + 5 + This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 181 + + + Manual of Stone Golems + W + 1 + very rare + 5 + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. + To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics. + + Source: Dungeon Master's Guide p. 180 + + + Medallion of Thoughts + W + 1 + uncommon (requires attunement) + 1 + The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 181 + 1d3 + + + Mirror of Life Trapping + W + 1 + very rare + 50 + When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. + If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. + Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. + An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. + If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. + While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. + In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. + + Source: Dungeon Master's Guide p. 181 + + + Necklace of Adaptation + W + 1 + uncommon (requires attunement) + 1 + While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). + + Source: Dungeon Master's Guide p. 182 + + + Necklace of Fireballs + W + 1 + rare + 1 + This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). + You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. + + Source: Dungeon Master's Guide p. 182 + 8d6 + + + Necklace of Prayer Beads + W + 1 + rare (requires attunement by a Cleric, Druid, or Paladin) + 1 + This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. + Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. + + d20 — Bead Name — Spell: + 1-6 — Blessing — Bless + 7-12 — Curing — Cure wounds (2nd level) or lesser restoration + 13-16 — Favor — Greater restoration + 17-18 — Smiting — Branding smite + 19 — Summons — Planar ally + 20 — Wind walking — Wind walk + + Source: Dungeon Master's Guide p. 182 + + + Nolzur's Marvelous Pigments + W + 1 + very rare + 1 + Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. + Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. + When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. + Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. + If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. + + Source: Dungeon Master's Guide p. 183 + + + Orb of Dragonkind + W + 1 + artifact (requires attunement) + + Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. + As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. + Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. + An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. + While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. + While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides. + + Random Properties: An Orb of Dragon kind has the following random properties: + • 2 minor beneficial properties + • 1 minor detrimental property + • 1 major detrimental property + + Spells: The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. + + Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. + + Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. + + Source: Dungeon Master's Guide p. 225 + + + Pearl of Power + W + 1 + uncommon (requires attunement by a Spellcaster) + + While the pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. + + Source: Dungeon Master's Guide p. 184 + + + Periapt of Health + W + 1 + uncommon + 1 + You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. + + Source: Dungeon Master's Guide p. 184 + + + Periapt of Proof Against Poison + W + 1 + rare + 1 + This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. + + Source: Dungeon Master's Guide p. 184 + + + Periapt of Wound Closure + W + 1 + uncommon (requires attunement) + 1 + While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. + + Source: Dungeon Master's Guide p. 184 + + + Pipes of Haunting + W + 1 + uncommon + 2 + You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 185 + 1d3 + + + Pipes of the Sewers + W + 1 + uncommon (requires attunement) + 2 + You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. + The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. + Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. + + Source: Dungeon Master's Guide p. 185 + 1d3 + + + Portable Hole + W + 1 + rare + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. + You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. + If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. + Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. + + Source: Dungeon Master's Guide p. 185 + + + Quaal's Feather Token, Anchor + W + 1 + rare + + This tiny object looks like a feather. + + Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Bird + W + 1 + rare + + This tiny object looks like a feather. + + Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Fan + W + 1 + rare + + This tiny object looks like a feather. + + Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Swan Boat + W + 1 + rare + + This tiny object looks like a feather. + + Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Tree + W + 1 + rare + + This tiny object looks like a feather. + + Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. + + Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Whip + W + 1 + rare + + This tiny object looks like a feather. + + Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. + As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. + + Source: Dungeon Master's Guide p. 188 + 1d20+9 + 1d6+5 + + + Quiver of Ehlonna + W + 1 + uncommon + 2 + Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. + You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. + + Source: Dungeon Master's Guide p. 189 + + + Robe of Eyes + W + 1 + rare (requires attunement) + + This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: + • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. + • You have darkvision out to a range of 120 feet. + • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. + The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. + A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. + + Source: Dungeon Master's Guide p. 193 + + + Robe of Scintillating Colors + W + 1 + very rare (requires attunement) + + This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. + + Source: Dungeon Master's Guide p. 194 + 1d3 + + + Robe of Stars + W + 1 + very rare (requires attunement) + + This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. + Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. + While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. + + Source: Dungeon Master's Guide p. 194 + saving throws +1 + 1d6 + + + Robe of the Archmagi + W + 1 + legendary (requires attunement by a Sorcerer, Warlock, or Wizard) + + This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. + You gain these benefits while wearing the robe: + • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. + • You have advantage on saving throws against spell and other magical effects. + • Your spell save DC and spell attack bonus each increase by 2. + + + Source: Dungeon Master's Guide p. 194 + ac +5 + spell attack +2 + spell dc +2 + + + Robe of Useful Items + W + 1 + uncommon + + This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. + The robe has two of each of the following patches: + • Dagger + • Bullseye lantern (filled and lit) + • Steel mirror + • 10-foot pole + • Hempen rope (50 feet, coiled) + • Sack + In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. + + d100 — Patch: + 01-08 — Bag of 100 gp + 09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp + 16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself + 23-30 — 10 gems worth 100 gp each + 31-44 — Wooden ladder (24 feet long) + 45-51 — A riding horse with saddle bags (see the Monster Manual for statistics) + 52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you + 60-68 — 4 potions of healing + 69-75 — Rowboat (12 feet long) + 76-83 — Spell scroll containing one spell of 1st to 3rd level + 84-90 — 2 mastiffs (see the Monster Manual for statistics) + 91-96 — Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach + 97-00 — Portable ram + + Source: Dungeon Master's Guide p. 195 + + + Rope of Climbing + W + 1 + uncommon + 3 + This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. + If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. + The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. + + Source: Dungeon Master's Guide p. 197 + + + Rope of Entanglement + W + 1 + rare + 3 + This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. + You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. + The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. + + Source: Dungeon Master's Guide p. 197 + + + Saddle of the Cavalier + W + 1 + uncommon + + While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. + + Source: Dungeon Master's Guide p. 199 + + + Scarab of Protection + W + 1 + legendary (requires attunement) + + If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: + • You have advantage on saving throws against spells. + • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. + + Source: Dungeon Master's Guide p. 199 + + + Sending Stones + W + 1 + uncommon + + Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. + Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. + + Source: Dungeon Master's Guide p. 199 + + + Slippers of Spider Climbing + W + 1 + uncommon (requires attunement) + + While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. + + Source: Dungeon Master's Guide p. 200 + + + Sovereign Glue + W + 1 + legendary + + This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces. + One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. + + Source: Dungeon Master's Guide p. 200 + + + Sphere of Annihilation + W + 1 + legendary + + This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. + The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. + The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. + If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. + If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table. + + d100 — Result: + 01-50 — The sphere is destroyed. + 51-85 — The sphere moves through the portal or into the extradimensional space. + 86-00 — A spatial rift sends each creature and object with in 180 feet of the sphere, including the sphere, to a random plane of existence. + + Source: Dungeon Master's Guide p. 201 + 4d10 + + + Stone of Controlling Earth Elementals + W + 1 + rare + 5 + If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. + + Source: Dungeon Master's Guide p. 205 + + + Stone of Good Luck + W + 1 + uncommon (requires attunement) + + While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. + + Source: Dungeon Master's Guide p. 205 + saving throws +1 + + + Talisman of Pure Good + W + 1 + legendary (requires attunement by a Creature of Good Alignment) + 1 + This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. + + Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talisman of the Sphere + W + 1 + legendary (requires attunement) + 1 + When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. + + Source: Dungeon Master's Guide p. 207 + + + Talisman of Ultimate Evil + W + 1 + legendary (requires attunement by a Creature of Evil Alignment) + 1 + This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. + If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. + The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. + + Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Tome of Clear Thought + W + 1 + very rare + 5 + This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 208 + + + Tome of Leadership and Influence + W + 1 + very rare + 5 + This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 208 + + + Tome of the Stilled Tongue + W + 1 + legendary (requires attunement by a Wizard) + 5 + This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. + If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn. + While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. + Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. + + Source: Dungeon Master's Guide p. 208 + + + Tome of Understanding + W + 1 + very rare + 5 + This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. + + Source: Dungeon Master's Guide p. 209 + + + Universal Solvent + W + 1 + legendary + + This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. + + Source: Dungeon Master's Guide p. 209 + + + Well of Many Worlds + W + 1 + legendary + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. + You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours. + + Source: Dungeon Master's Guide p. 213 + 1d8 + + + Wind Fan + W + 1 + uncommon + + While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. + + Source: Dungeon Master's Guide p. 213 + + + Winged Boots + W + 1 + uncommon (requires attunement) + + While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. + The boots regain 2 hours of flying capability for every 12 hours they aren't in use. + + Source: Dungeon Master's Guide p. 214 + + + Wings of Flying + W + 1 + rare (requires attunement) + + While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. + + Source: Dungeon Master's Guide p. 214 + 1d12 + + + Wand of Binding + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). + + Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. + + Source: Dungeon Master's Guide p. 209 + 1d6+1 + + + Wand of Enemy Detection + WD + 1 + rare (requires attunement) + 1 + This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fear + WD + 1 + rare (requires attunement) + 1 + This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). + + Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fireballs + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed + + Source: Dungeon Master's Guide p. 210 + 1d6+1 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Wand of Lightning Bolts + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Wand of Magic Detection + WD + 1 + uncommon + 1 + This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Magic Missiles + WD + 1 + uncommon + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + (1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + (1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1) + + + Wand of Orcus + WD + 1 + artifact (requires attunement) + 4 + The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. + Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. + Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. + In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a+3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. + + Random Properties: The Wand of Orcus has the following random properties: + • 2 minor beneficial properties + • 1 major beneficial property + • 2 minor detrimental properties + • 1 major detrimental property + The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. + + Protection: You gain a +3 bonus to Armor Class while holding the wand. + + Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4+3 expended charges daily at dawn. + While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0). + + Call Undead: While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. + While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them. + + Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. + The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. + + Personality: The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. + + Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life — no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded. + Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus's layer of the Abyss. + + Source: Dungeon Master's Guide p. 227 + melee attacks +3 + melee damage +3 + ac+3 + + + Wand of Paralysis + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + 1d20+%0+SPELL + + + Wand of Polymorph + WD + 1 + very rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Secrets + WD + 1 + uncommon + 1 + The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. + + Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of the War Mage, +1 + WD + 1 + uncommon (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +1 + + + Wand of the War Mage, +2 + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +2 + + + Wand of the War Mage, +3 + WD + 1 + very rare (requires attunement by a Spellcaster) + 1 + While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. + + Source: Dungeon Master's Guide p. 212 + spell attack +3 + + + Wand of Web + WD + 1 + uncommon (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. + + Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Wand of Wonder + WD + 1 + rare (requires attunement by a Spellcaster) + 1 + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. + If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. + If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. + The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. + + d100 — Effect: + 01-05 — You cast slow. + 06- 10 — You cast faerie fire. + 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. + 16-20 — You cast gust of wind. + 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. + 26-30 — You cast stinking cloud. + 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. + 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. + 37-46 — You cast lightning bolt. + 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. + 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. + 54-58 — You cast darkness. + 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. + 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. + 66-69 — You shrink yourself as if you had cast enlarge/ reduce on yourself. + 70-79 — You cast fireball. + 80-84 — You cast invisibility on yourself. + 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. + 88-90 — A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. + 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. + 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. + + Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Thunder Cannon Bullet of Slaying + A + 1 + very rare + + A 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 bullets of dragon slaying and bullets 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. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + + Source: Dungeon Master's Guide p. 152 + 6d10 + + + Thunder Cannon Bullets +1 + A + 1 + uncommon + + 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. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +1 + ranged damage +1 + + + Thunder Cannon Bullets +2 + A + 1 + rare + + 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. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +2 + ranged damage +2 + + + Thunder Cannon Bullets +3 + A + 1 + very rare + + 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. + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. + + Source: Dungeon Master's Guide p. 150 + ranged attacks +3 + ranged damage +3 + + + Thunder Cannon +1 + R + 1 + uncommon + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +1 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +1 + ranged damage +1 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon +2 + R + 1 + rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +2 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +2 + ranged damage +2 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon +3 + R + 1 + very rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + You have a +3 bonus to attack and damage rolls made with this weapon. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + ranged attacks +3 + ranged damage +3 + 2d6 + + P + A,2H + 150/600 + + + Thunder Cannon of Warning + R + 1 + uncommon (requires attunement) + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus 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. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 213 + 2d6 + + P + A,2H + 150/600 + + + Vicious Thunder Cannon + R + 1 + rare + + A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action. + When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 piercing damage. + + Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way. + + Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. + + Two-Handed: This weapon requires two hands when you attack with it. + + Proficiency: thunder cannon + Source: Dungeon Master's Guide p. 209 + 2d6 + + P + A,2H + 150/600 + 2d6 +