-
Arrow
Ammunition
A
0.05
0.05
Source: Player's Handbook p. 150
-
Arrows (20)
Ammunition
A
1
1.0
Source: Player's Handbook p. 150
-
Battleaxe
martial Weapon, Melee Weapon
M
4
10.0
V,M
1d8
1d10
S
Source: Player's Handbook p. 149
-
Blowgun
martial Weapon, Ranged Weapon
R
1
10.0
A,LD,M
1
P
25/100
Source: Player's Handbook p. 149
-
Blowgun Needle
Ammunition
A
0.02
0.02
Source: Player's Handbook p. 150
-
Blowgun Needles (50)
Ammunition
A
1
1.0
Source: Player's Handbook p. 150
-
Breastplate
Medium Armor
MA
20
400.0
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Source: Player's Handbook p. 145
-
Chain Mail
Heavy Armor
HA
55
75.0
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145
-
Chain Shirt
Medium Armor
MA
20
50.0
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Source: Player's Handbook p. 144
-
Club
simple Weapon, Melee Weapon
M
2
0.1
L
1d4
B
Source: Player's Handbook p. 149
-
Crossbow Bolt
Ammunition
A
0.075
0.05
Source: Player's Handbook p. 150
-
Crossbow Bolts (20)
Ammunition
A
1.5
1.0
Source: Player's Handbook p. 150
-
Crystal
Spellcasting Focus
G
1
10.0
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151
-
Dagger
simple Weapon, Melee Weapon
M
1
2.0
F,L,T
1d4
P
20/60
Source: Player's Handbook p. 149
-
Dart
simple Weapon, Ranged Weapon
R
0.25
0.05
F,T
1d4
P
20/60
Source: Player's Handbook p. 149
-
Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
100.0
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Flail
martial Weapon, Melee Weapon
M
2
10.0
M
1d8
B
Source: Player's Handbook p. 149
-
Glaive
martial Weapon, Melee Weapon
M
6
20.0
H,R,2H,M
1d10
S
Source: Player's Handbook p. 149
-
Greataxe
martial Weapon, Melee Weapon
M
7
30.0
H,2H,M
1d12
S
Source: Player's Handbook p. 149
-
Greatclub
simple Weapon, Melee Weapon
M
10
0.2
2H
1d8
B
Source: Player's Handbook p. 149
-
Greatsword
martial Weapon, Melee Weapon
M
6
50.0
H,2H,M
2d6
S
Source: Player's Handbook p. 149
-
Halberd
martial Weapon, Melee Weapon
M
6
20.0
H,R,2H,M
1d10
S
Source: Player's Handbook p. 149
-
Half Plate Armor
Medium Armor
MA
40
750.0
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 145
-
Hand Crossbow
martial Weapon, Ranged Weapon
R
3
75.0
A,L,LD,M
1d6
P
30/120
Source: Player's Handbook p. 149
-
Handaxe
simple Weapon, Melee Weapon
M
2
5.0
L,T
1d6
S
20/60
Source: Player's Handbook p. 149
-
Heavy Crossbow
martial Weapon, Ranged Weapon
R
18
50.0
A,H,LD,2H,M
1d10
P
100/400
Source: Player's Handbook p. 149
-
Hide Armor
Medium Armor
MA
12
10.0
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Source: Player's Handbook p. 144
-
Hooked Shortspear
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Source: Out of the Abyss p. 224
-
Javelin
simple Weapon, Melee Weapon
M
2
0.5
T
1d6
P
30/120
Source: Player's Handbook p. 149
-
Lance
martial Weapon, Melee Weapon
M
6
10.0
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Source: Player's Handbook p. 149
-
Leather Armor
Light Armor
LA
10
10.0
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Source: Player's Handbook p. 144
-
Light Crossbow
simple Weapon, Ranged Weapon
R
5
25.0
A,LD,2H
1d8
P
80/320
Source: Player's Handbook p. 149
-
Light Hammer
simple Weapon, Melee Weapon
M
2
2.0
L,T
1d4
B
20/60
Source: Player's Handbook p. 149
-
Light Repeating Crossbow
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Source: Out of the Abyss p. 224
-
Longbow
martial Weapon, Ranged Weapon
R
2
50.0
A,H,2H,M
1d8
P
150/600
Source: Player's Handbook p. 149
-
Longsword
martial Weapon, Melee Weapon
M
3
15.0
V,M
1d8
1d10
S
Source: Player's Handbook p. 149
-
Mace
simple Weapon, Melee Weapon
M
4
5.0
1d6
B
Source: Player's Handbook p. 149
-
Maul
martial Weapon, Melee Weapon
M
10
10.0
H,2H,M
2d6
B
Source: Player's Handbook p. 149
-
Morningstar
martial Weapon, Melee Weapon
M
4
15.0
M
1d8
P
Source: Player's Handbook p. 149
-
Net
martial Weapon, Ranged Weapon
R
3
1.0
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Source: Player's Handbook p. 149
-
Orb
Spellcasting Focus
G
3
20.0
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151
-
Padded Armor
Light Armor
LA
8
5.0
11
1
Padded armor consists of quilted layers of cloth and batting.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 144
-
Pike
martial Weapon, Melee Weapon
M
18
5.0
H,R,2H,M
1d10
P
Source: Player's Handbook p. 149
-
Plate Armor
Heavy Armor
HA
65
1500.0
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145
-
Quarterstaff
simple Weapon, Melee Weapon
M
4
0.2
V
1d6
1d8
B
Source: Player's Handbook p. 149
-
Rapier
martial Weapon, Melee Weapon
M
2
25.0
F,M
1d8
P
Source: Player's Handbook p. 149
-
Ring Mail
Heavy Armor
HA
40
30.0
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 145
-
Rod
Spellcasting Focus
G
2
10.0
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151
-
Scale Mail
Medium Armor
MA
45
50.0
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 144
-
Scimitar
martial Weapon, Melee Weapon
M
3
25.0
F,L,M
1d6
S
Source: Player's Handbook p. 149
-
Shield
Shield
S
6
10.0
2
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Source: Player's Handbook p. 144
-
Shortbow
simple Weapon, Ranged Weapon
R
2
25.0
A,2H
1d6
P
80/320
Source: Player's Handbook p. 149
-
Shortsword
martial Weapon, Melee Weapon
M
2
10.0
F,L,M
1d6
P
Source: Player's Handbook p. 149
-
Sickle
simple Weapon, Melee Weapon
M
2
1.0
L
1d4
S
Source: Player's Handbook p. 149
-
Sling
simple Weapon, Ranged Weapon
R
0.1
A
1d4
B
30/120
Source: Player's Handbook p. 149
-
Sling Bullet
Ammunition
A
0.075
0.002
Source: Player's Handbook p. 150
-
Sling Bullets (20)
Ammunition
A
1.5
0.04
Source: Player's Handbook p. 150
-
Spear
simple Weapon, Melee Weapon
M
3
1.0
T,V
1d6
1d8
P
20/60
Source: Player's Handbook p. 149
-
Spiked Armor
Medium Armor
MA
45
75.0
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Sword Coast Adventurer's Guide p. 121
-
Splint Armor
Heavy Armor
HA
60
200.0
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145
-
Staff
Staff, Spellcasting Focus
ST
4
5.0
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151
-
Studded Leather Armor
Light Armor
LA
13
45.0
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Source: Player's Handbook p. 144
-
Trident
martial Weapon, Melee Weapon
M
4
5.0
T,V,M
1d6
1d8
P
20/60
Source: Player's Handbook p. 149
-
Wand
Spellcasting Focus
G
1
10.0
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151
-
War Pick
martial Weapon, Melee Weapon
M
2
5.0
M
1d8
P
Source: Player's Handbook p. 149
-
Warhammer
martial Weapon, Melee Weapon
M
2
15.0
V,M
1d8
1d10
B
Source: Player's Handbook p. 149
-
Whip
martial Weapon, Melee Weapon
M
3
2.0
F,R,M
1d4
S
Source: Player's Handbook p. 149
-
Yklwa
simple Weapon, Melee Weapon
M
3
1.0
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Source: Tomb of Annihilation p. 32
-
+1 Arrow
minor, Ammunition
A
0.05
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Arrows (20)
minor, Ammunition
A
1
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Blowgun Needle
minor, Ammunition
A
0.02
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Blowgun Needles (50)
minor, Ammunition
A
1
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Crossbow Bolt
minor, Ammunition
A
0.075
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Crossbow Bolts (20)
minor, Ammunition
A
1.5
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Sling Bullet
minor, Ammunition
A
0.075
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Sling Bullets (20)
minor, Ammunition
A
1.5
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150
-
+1 Breastplate
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+1 Chain Mail
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+1 Chain Shirt
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+1 Half Plate Armor
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+1 Hide Armor
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+1 Leather Armor
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+1 Padded Armor
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+1 Plate Armor
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+1 Ring Mail
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+1 Scale Mail
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+1 Spiked Armor
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+1 Splint Armor
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+1 Studded Leather Armor
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+1 Shield
major, Shield
S
6
2
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200
-
+1 Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
+1 Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
+1 Net
major, martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +1 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213
-
+2 Arrow
minor, Ammunition
A
0.05
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Arrows (20)
minor, Ammunition
A
1
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Blowgun Needle
minor, Ammunition
A
0.02
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Blowgun Needles (50)
minor, Ammunition
A
1
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Crossbow Bolt
minor, Ammunition
A
0.075
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Crossbow Bolts (20)
minor, Ammunition
A
1.5
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Sling Bullet
minor, Ammunition
A
0.075
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Sling Bullets (20)
minor, Ammunition
A
1.5
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150
-
+2 Breastplate
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+2 Chain Mail
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+2 Chain Shirt
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+2 Half Plate Armor
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+2 Hide Armor
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+2 Leather Armor
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+2 Padded Armor
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+2 Plate Armor
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+2 Ring Mail
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+2 Scale Mail
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+2 Spiked Armor
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+2 Splint Armor
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+2 Studded Leather Armor
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+2 Shield
major, Shield
S
6
2
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200
-
+2 Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
+2 Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213
-
+2 Net
major, martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +2 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213
-
+3 Arrow
minor, Ammunition
A
0.05
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Arrows (20)
minor, Ammunition
A
1
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Blowgun Needle
minor, Ammunition
A
0.02
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Blowgun Needles (50)
minor, Ammunition
A
1
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Crossbow Bolt
minor, Ammunition
A
0.075
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Crossbow Bolts (20)
minor, Ammunition
A
1.5
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Sling Bullet
minor, Ammunition
A
0.075
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Sling Bullets (20)
minor, Ammunition
A
1.5
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150
-
+3 Breastplate
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+3 Chain Mail
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+3 Chain Shirt
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+3 Half Plate Armor
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+3 Hide Armor
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+3 Leather Armor
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+3 Padded Armor
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+3 Plate Armor
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+3 Ring Mail
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+3 Scale Mail
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+3 Spiked Armor
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
+3 Splint Armor
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152
-
+3 Studded Leather Armor
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
-
+3 Shield
major, Shield
S
6
2
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200
-
+3 Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
+3 Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213
-
+3 Net
major, martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +3 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213
-
Acheron Blade Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74
1d4
2d4
1d4+4
-
Acheron Blade Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265
1d4+4
-
Acheron Blade Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265
1d4+4
-
Acheron Blade Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265
1d4+4
-
Acheron Blade Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265
1d4+4
-
Acheron Blade Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265
1d4+4
-
Adamantine Arrow
minor, Ammunition
A
0.05
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Arrows (20)
minor, Ammunition
A
1
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Blowgun Needle
minor, Ammunition
A
0.02
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Blowgun Needles (50)
minor, Ammunition
A
1
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Crossbow Bolt
minor, Ammunition
A
0.075
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Crossbow Bolts (20)
minor, Ammunition
A
1.5
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Sling Bullet
minor, Ammunition
A
0.075
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Sling Bullets (20)
minor, Ammunition
A
1.5
Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Chain Mail
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150
-
Adamantine Plate Armor
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150
-
Adamantine Ring Mail
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 150
-
Adamantine Splint Armor
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150
-
Adamantine Breastplate
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150
-
Adamantine Chain Shirt
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150
-
Adamantine Half Plate Armor
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150
-
Adamantine Scale Mail
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150
-
Adamantine Spiked Armor
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 150
-
Adamantine Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Adamantine Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Adamantine Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78
-
Battleaxe Armblade
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Club Armblade
simple Weapon, Melee Weapon
M
2
L
1d4
B
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Dagger Armblade
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Flail Armblade
martial Weapon, Melee Weapon
M
2
M
1d8
B
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Handaxe Armblade
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Hooked Shortspear Armblade
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Javelin Armblade
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Lance Armblade
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Light Hammer Armblade
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Longsword Armblade
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Mace Armblade
simple Weapon, Melee Weapon
M
4
1d6
B
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Morningstar Armblade
martial Weapon, Melee Weapon
M
4
M
1d8
P
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Quarterstaff Armblade
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Rapier Armblade
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Scimitar Armblade
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Shortsword Armblade
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Sickle Armblade
simple Weapon, Melee Weapon
M
2
L
1d4
S
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Spear Armblade
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Trident Armblade
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
War Pick Armblade
martial Weapon, Melee Weapon
M
2
M
1d8
P
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Warhammer Armblade
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Whip Armblade
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Yklwa Armblade
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120
-
Breastplate of Acid Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Acid Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Acid Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Acid Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Acid Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Acid Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Acid Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Acid Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Acid Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Acid Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Acid Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Acid Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Acid Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Cold Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Cold Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Cold Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Cold Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Cold Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Cold Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Cold Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Cold Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Cold Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Cold Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Cold Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Cold Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Cold Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Fire Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Fire Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Fire Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Fire Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Fire Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Fire Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Fire Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Fire Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Fire Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Fire Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Fire Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Fire Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Fire Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Force Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Force Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Force Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Force Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Force Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Force Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Force Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Force Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Force Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Force Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Force Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Force Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Force Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Gleaming
minor, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
-
Chain Mail of Gleaming
minor, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Chain Shirt of Gleaming
minor, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
-
Half Plate Armor of Gleaming
minor, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Hide Armor of Gleaming
minor, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
-
Leather Armor of Gleaming
minor, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
-
Padded Armor of Gleaming
minor, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Plate Armor of Gleaming
minor, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Ring Mail of Gleaming
minor, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Scale Mail of Gleaming
minor, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Spiked Armor of Gleaming
minor, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Splint Armor of Gleaming
minor, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Studded Leather Armor of Gleaming
minor, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
-
Breastplate of Lightning Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Lightning Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Lightning Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Lightning Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Lightning Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Lightning Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Lightning Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Lightning Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Lightning Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Lightning Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Lightning Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Lightning Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Lightning Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Necrotic Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Necrotic Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Necrotic Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Necrotic Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Necrotic Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Necrotic Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Necrotic Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Necrotic Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Necrotic Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Necrotic Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Necrotic Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Necrotic Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Necrotic Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Poison Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Poison Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Poison Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Poison Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Poison Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Poison Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Poison Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Poison Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Poison Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Poison Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Poison Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Poison Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Poison Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Psychic Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Psychic Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Psychic Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Psychic Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Psychic Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Psychic Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Psychic Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Psychic Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Psychic Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Psychic Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Psychic Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Psychic Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Psychic Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Radiant Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Radiant Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Radiant Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Radiant Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Radiant Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Radiant Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Radiant Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Radiant Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Radiant Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Radiant Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Radiant Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Radiant Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Radiant Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Breastplate of Thunder Resistance
major, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Chain Mail of Thunder Resistance
major, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Chain Shirt of Thunder Resistance
major, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Half Plate Armor of Thunder Resistance
major, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Hide Armor of Thunder Resistance
major, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
-
Leather Armor of Thunder Resistance
major, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Padded Armor of Thunder Resistance
major, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Plate Armor of Thunder Resistance
major, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152
-
Ring Mail of Thunder Resistance
major, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Scale Mail of Thunder Resistance
major, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152
-
Spiked Armor of Thunder Resistance
major, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152
-
Splint Armor of Thunder Resistance
major, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Studded Leather Armor of Thunder Resistance
major, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152
-
Arrow of Slaying
minor, Ammunition
A
0.05
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 152
6d10
-
Arrows (20) of Slaying
minor, Ammunition
A
1
An arrows (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows (20)s of dragon slaying and arrows (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrows (20) of slaying takes damage from the arrows (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrows (20) of slaying deals its extra damage to a creature, it becomes a nonmagical arrows (20).
Source: Dungeon Master's Guide p. 152
6d10
-
Blowgun Needle of Slaying
minor, Ammunition
A
0.02
A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles of dragon slaying and blowgun needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needle of slaying takes damage from the blowgun needle, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a blowgun needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.
Source: Dungeon Master's Guide p. 152
6d10
-
Blowgun Needles (50) of Slaying
minor, Ammunition
A
1
A blowgun needles (50) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles (50)s of dragon slaying and blowgun needles (50)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needles (50) of slaying takes damage from the blowgun needles (50), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a blowgun needles (50) of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needles (50).
Source: Dungeon Master's Guide p. 152
6d10
-
Crossbow Bolt of Slaying
minor, Ammunition
A
0.075
A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts of dragon slaying and crossbow bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolt of slaying takes damage from the crossbow bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a crossbow bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.
Source: Dungeon Master's Guide p. 152
6d10
-
Crossbow Bolts (20) of Slaying
minor, Ammunition
A
1.5
A crossbow bolts (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts (20)s of dragon slaying and crossbow bolts (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolts (20) of slaying takes damage from the crossbow bolts (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a crossbow bolts (20) of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolts (20).
Source: Dungeon Master's Guide p. 152
6d10
-
Sling Bullet of Slaying
minor, Ammunition
A
0.075
A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets of dragon slaying and sling bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullet of slaying takes damage from the sling bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a sling bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.
Source: Dungeon Master's Guide p. 152
6d10
-
Sling Bullets (20) of Slaying
minor, Ammunition
A
1.5
A sling bullets (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets (20)s of dragon slaying and sling bullets (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullets (20) of slaying takes damage from the sling bullets (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a sling bullets (20) of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullets (20).
Source: Dungeon Master's Guide p. 152
6d10
-
Breastplate Barding
Tack and Harness
G
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157
-
Chain Mail Barding
Tack and Harness
G
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Chain Shirt Barding
Tack and Harness
G
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157
-
Half Plate Armor Barding
Tack and Harness
G
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Hide Armor Barding
Tack and Harness
G
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157
-
Leather Armor Barding
Tack and Harness
G
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157
-
Padded Armor Barding
Tack and Harness
G
8
11
1
Padded armor consists of quilted layers of cloth and batting.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Plate Armor Barding
Tack and Harness
G
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Ring Mail Barding
Tack and Harness
G
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Scale Mail Barding
Tack and Harness
G
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Spiked Armor Barding
Tack and Harness
G
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Splint Armor Barding
Tack and Harness
G
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157
-
Studded Leather Armor Barding
Tack and Harness
G
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157
-
Berserker Battleaxe
major, Cursed item, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155
-
Berserker Greataxe
major, Cursed item, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155
-
Berserker Handaxe
major, Cursed item, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155
-
Double-Bladed Scimitar of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Greatsword of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53
-
Longsword of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53
-
Rapier of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53
-
Scimitar of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53
-
Shortsword of the Medusa
Cursed item, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53
-
Cast-Off Breastplate
minor, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Chain Mail
minor, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Chain Shirt
minor, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Half Plate Armor
minor, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Hide Armor
minor, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Leather Armor
minor, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Padded Armor
minor, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Plate Armor
minor, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Ring Mail
minor, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Scale Mail
minor, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Spiked Armor
minor, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Splint Armor
minor, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136
-
Cast-Off Studded Leather Armor
minor, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136
-
Corpse Slayer Battleaxe
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Blowgun
martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Club
simple Weapon, Melee Weapon
M
2
L
1d4
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Dagger
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Dart
simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266, Wayfinder's Guide to Eberron p. 74
1d4
2d4
1d8
-
Corpse Slayer Flail
martial Weapon, Melee Weapon
M
2
M
1d8
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Glaive
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Greataxe
martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Greatclub
simple Weapon, Melee Weapon
M
10
2H
1d8
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Halberd
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Hand Crossbow
martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Handaxe
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Heavy Crossbow
martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Hooked Shortspear
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Javelin
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Lance
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Light Crossbow
simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Light Hammer
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Light Repeating Crossbow
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Longbow
martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Mace
simple Weapon, Melee Weapon
M
4
1d6
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Maul
martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Morningstar
martial Weapon, Melee Weapon
M
4
M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Net
martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Pike
martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Quarterstaff
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Shortbow
simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Sickle
simple Weapon, Melee Weapon
M
2
L
1d4
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Sling
simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Spear
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Trident
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer War Pick
martial Weapon, Melee Weapon
M
2
M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Warhammer
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Whip
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Corpse Slayer Yklwa
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266
1d8
-
Dancing Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Dancing Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161
-
Dancing Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161
-
Dancing Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161
-
Dancing Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161
-
Dancing Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161
-
Defender Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Defender Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164
-
Defender Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164
-
Defender Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164
-
Defender Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164
-
Defender Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164
-
Dragon Slayer Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166, Wayfinder's Guide to Eberron p. 74
1d4
2d4
3d6
-
Dragon Slayer Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166
3d6
-
Dragon Slayer Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166
3d6
-
Dragon Slayer Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166
3d6
-
Dragon Slayer Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166
3d6
-
Dragon Slayer Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166
3d6
-
Drow +1 Breastplate
Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Chain Mail
Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Monster Manual p. 126
-
Drow +1 Chain Shirt
Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Half Plate Armor
Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126
-
Drow +1 Hide Armor
Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Leather Armor
Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Padded Armor
Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126
-
Drow +1 Plate Armor
Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Monster Manual p. 126
-
Drow +1 Ring Mail
Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126
-
Drow +1 Scale Mail
Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126
-
Drow +1 Spiked Armor
Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126
-
Drow +1 Splint Armor
Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Monster Manual p. 126
-
Drow +1 Studded Leather Armor
Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Battleaxe
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Blowgun
martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Club
simple Weapon, Melee Weapon
M
2
L
1d4
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Dagger
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Dart
simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Drow +1 Flail
martial Weapon, Melee Weapon
M
2
M
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Glaive
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Greataxe
martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Greatclub
simple Weapon, Melee Weapon
M
10
2H
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Halberd
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Hand Crossbow
martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Handaxe
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Heavy Crossbow
martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Hooked Shortspear
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Javelin
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Lance
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Light Crossbow
simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Light Hammer
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Light Repeating Crossbow
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Longbow
martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Mace
simple Weapon, Melee Weapon
M
4
1d6
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Maul
martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Morningstar
martial Weapon, Melee Weapon
M
4
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Pike
martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Quarterstaff
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Shortbow
simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Sickle
simple Weapon, Melee Weapon
M
2
L
1d4
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Sling
simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Spear
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Trident
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 War Pick
martial Weapon, Melee Weapon
M
2
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Warhammer
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Whip
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Drow +1 Yklwa
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126
-
Flame Tongue Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d6
-
Flame Tongue Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170
2d6
-
Flame Tongue Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170
2d6
-
Flame Tongue Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170
2d6
-
Flame Tongue Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170
2d6
-
Flame Tongue Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170
2d6
-
Frost Brand Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron p. 74
1d4
2d4
1d6
-
Frost Brand Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171
1d6
-
Frost Brand Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171
1d6
-
Frost Brand Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171
1d6
-
Frost Brand Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171
1d6
-
Frost Brand Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171
1d6
-
Gambler's Blade Double-Bladed Scimitar
Cursed item, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Gambler's Blade Greatsword
Cursed item, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55
-
Gambler's Blade Longsword
Cursed item, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55
-
Gambler's Blade Rapier
Cursed item, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55
-
Gambler's Blade Scimitar
Cursed item, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55
-
Gambler's Blade Shortsword
Cursed item, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55
-
Giant Slayer Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d6
-
Giant Slayer Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Giant Slayer Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172
2d6
-
Hellfire Battleaxe
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Blowgun
martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Club
simple Weapon, Melee Weapon
M
2
L
1d4
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Dagger
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Dart
simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Hellfire Flail
martial Weapon, Melee Weapon
M
2
M
1d8
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Glaive
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Greataxe
martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Greatclub
simple Weapon, Melee Weapon
M
10
2H
1d8
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Halberd
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Hand Crossbow
martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Handaxe
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Heavy Crossbow
martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Hooked Shortspear
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Javelin
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Lance
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Light Crossbow
simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Light Hammer
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Light Repeating Crossbow
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Longbow
martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Mace
simple Weapon, Melee Weapon
M
4
1d6
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Maul
martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Morningstar
martial Weapon, Melee Weapon
M
4
M
1d8
P
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Net
martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Pike
martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Quarterstaff
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Shortbow
simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Sickle
simple Weapon, Melee Weapon
M
2
L
1d4
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Sling
simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Spear
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Trident
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire War Pick
martial Weapon, Melee Weapon
M
2
M
1d8
P
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Warhammer
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Whip
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Hellfire Yklwa
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223
-
Holy Avenger Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d10
-
Holy Avenger Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174
2d10
-
Holy Avenger Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174
2d10
-
Holy Avenger Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174
2d10
-
Holy Avenger Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174
2d10
-
Holy Avenger Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174
2d10
-
Fernian Ash Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Fernian Ash Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Fernian Ash Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Irian Rosewood Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Irian Rosewood Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Irian Rosewood Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Kythrian Manchineel Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Kythrian Manchineel Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Kythrian Manchineel Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Lamannian Oak Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Lamannian Oak Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Lamannian Oak Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Mabaran Ebony Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Mabaran Ebony Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Mabaran Ebony Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Risian Pine Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Risian Pine Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Risian Pine Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Shavarran Birch Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Shavarran Birch Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Shavarran Birch Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Xorian Wenge Rod
Wondrous item, Spellcasting Focus
G
1
2
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Xorian Wenge Staff
Wondrous item, Staff, Spellcasting Focus
ST
1
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Xorian Wenge Wand
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114
-
Last Stand Armor Breastplate
Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Chain Mail
Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Chain Shirt
Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Half Plate Armor
Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Hide Armor
Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Leather Armor
Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Padded Armor
Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Plate Armor
Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Ring Mail
Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Scale Mail
Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Spiked Armor
Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Splint Armor
Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267
-
Last Stand Armor Studded Leather Armor
Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267
-
Living Breastplate
Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278
-
Living Chain Mail
Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278
-
Living Chain Shirt
Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278
-
Living Half Plate Armor
Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278
-
Living Hide Armor
Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278
-
Living Leather Armor
Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278
-
Living Padded Armor
Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278
-
Living Plate Armor
Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278
-
Living Ring Mail
Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278
-
Living Scale Mail
Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278
-
Living Spiked Armor
Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278
-
Living Splint Armor
Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278
-
Living Studded Leather Armor
Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278
-
Luck Blade Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron p. 74
1d4
2d4
1d4-1
-
Luck Blade Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179
1d4-1
-
Luck Blade Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179
1d4-1
-
Luck Blade Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179
1d4-1
-
Luck Blade Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179
1d4-1
-
Luck Blade Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179
1d4-1
-
Mariner's Breastplate
minor, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Chain Mail
minor, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Chain Shirt
minor, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Half Plate Armor
minor, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Hide Armor
minor, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Leather Armor
minor, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Padded Armor
minor, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Plate Armor
minor, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Ring Mail
minor, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Scale Mail
minor, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Spiked Armor
minor, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Splint Armor
minor, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mariner's Studded Leather Armor
minor, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181
-
Mind Blade Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d6
-
Mind Blade Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81
2d6
-
Mind Blade Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81
2d6
-
Mind Blade Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81
2d6
-
Mind Blade Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81
2d6
-
Mind Blade Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81
2d6
-
Mind Carapace Chain Mail
Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81
-
Mind Carapace Plate Armor
Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81
-
Mind Carapace Ring Mail
Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Volo's Guide to Monsters p. 81
-
Mind Carapace Splint Armor
Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81
-
Mithral +1 Chain Mail
Heavy Armor
HA
55
16
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Plate Armor
Heavy Armor
HA
65
18
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Ring Mail
Heavy Armor
HA
40
14
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Splint Armor
Heavy Armor
HA
60
17
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Breastplate
Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Chain Shirt
Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Half Plate Armor
Medium Armor
MA
40
15
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Scale Mail
Medium Armor
MA
45
14
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156
-
Mithral +1 Spiked Armor
Medium Armor
MA
45
14
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156
-
Mithral Chain Mail
minor, Heavy Armor
HA
55
16
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Plate Armor
minor, Heavy Armor
HA
65
18
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Ring Mail
minor, Heavy Armor
HA
40
14
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Splint Armor
minor, Heavy Armor
HA
60
17
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Breastplate
minor, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Chain Shirt
minor, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Half Plate Armor
minor, Medium Armor
MA
40
15
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Scale Mail
minor, Medium Armor
MA
45
14
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mithral Spiked Armor
minor, Medium Armor
MA
45
14
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182
-
Mizzium Chain Mail
Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Plate Armor
Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Ring Mail
Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Splint Armor
Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Breastplate
Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Chain Shirt
Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Half Plate Armor
Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Scale Mail
Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179
-
Mizzium Spiked Armor
Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179
-
Moon-Touched Double-Bladed Scimitar
minor, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Moon-Touched Greatsword
minor, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138
-
Moon-Touched Longsword
minor, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138
-
Moon-Touched Rapier
minor, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138
-
Moon-Touched Scimitar
minor, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138
-
Moon-Touched Shortsword
minor, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138
-
Nine Lives Stealer Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron p. 74
1d4
2d4
1d8+1
-
Nine Lives Stealer Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183
1d8+1
-
Nine Lives Stealer Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183
1d8+1
-
Nine Lives Stealer Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183
1d8+1
-
Nine Lives Stealer Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183
1d8+1
-
Nine Lives Stealer Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183
1d8+1
-
Fernian Basalt Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Fernian Basalt Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Irian Quartz Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Irian Quartz Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Kythrian Skarn Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Kythrian Skarn Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Lamannian Flint Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Lamannian Flint Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Mabaran Obsidian Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Mabaran Obsidian Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Risian Shale Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Risian Shale Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Shavarran Chert Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Shavarran Chert Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Xorian Marble Crystal
Wondrous item, Spellcasting Focus
G
1
1
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Xorian Marble Orb
Wondrous item, Spellcasting Focus
G
1
3
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114
1d4
-
Polymorph Blade Double-Bladed Scimitar
Cursed item, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Polymorph Blade Greatsword
Cursed item, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56
-
Polymorph Blade Longsword
Cursed item, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56
-
Polymorph Blade Rapier
Cursed item, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56
-
Polymorph Blade Scimitar
Cursed item, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56
-
Polymorph Blade Shortsword
Cursed item, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56
-
Silvered Arrow
minor, Ammunition
A
0.05
Source: Player's Handbook p. 148
-
Silvered Arrows (20)
minor, Ammunition
A
1
Source: Player's Handbook p. 148
-
Silvered Blowgun Needle
minor, Ammunition
A
0.02
Source: Player's Handbook p. 148
-
Silvered Blowgun Needles (50)
minor, Ammunition
A
1
Source: Player's Handbook p. 148
-
Silvered Crossbow Bolt
minor, Ammunition
A
0.075
Source: Player's Handbook p. 148
-
Silvered Crossbow Bolts (20)
minor, Ammunition
A
1.5
Source: Player's Handbook p. 148
-
Silvered Sling Bullet
minor, Ammunition
A
0.075
Source: Player's Handbook p. 148
-
Silvered Sling Bullets (20)
minor, Ammunition
A
1.5
Source: Player's Handbook p. 148
-
Silvered Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
Source: Player's Handbook p. 148
-
Silvered Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
Source: Player's Handbook p. 148
-
Silvered Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
Source: Player's Handbook p. 148
-
Silvered Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
Source: Player's Handbook p. 148
-
Silvered Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
Source: Player's Handbook p. 148
-
Silvered Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Silvered Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
Source: Player's Handbook p. 148
-
Silvered Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
Source: Player's Handbook p. 148
-
Silvered Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
Source: Player's Handbook p. 148
-
Silvered Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
Source: Player's Handbook p. 148
-
Silvered Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
Source: Player's Handbook p. 148
-
Silvered Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
Source: Player's Handbook p. 148
-
Silvered Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
Source: Player's Handbook p. 148
-
Silvered Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
Source: Player's Handbook p. 148
-
Silvered Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
Source: Player's Handbook p. 148
-
Silvered Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Source: Player's Handbook p. 148
-
Silvered Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
Source: Player's Handbook p. 148
-
Silvered Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Source: Player's Handbook p. 148
-
Silvered Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
Source: Player's Handbook p. 148
-
Silvered Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
Source: Player's Handbook p. 148
-
Silvered Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Source: Player's Handbook p. 148
-
Silvered Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
Source: Player's Handbook p. 148
-
Silvered Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
Source: Player's Handbook p. 148
-
Silvered Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
Source: Player's Handbook p. 148
-
Silvered Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
Source: Player's Handbook p. 148
-
Silvered Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
Source: Player's Handbook p. 148
-
Silvered Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
Source: Player's Handbook p. 148
-
Silvered Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
Source: Player's Handbook p. 148
-
Silvered Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
Source: Player's Handbook p. 148
-
Silvered Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
Source: Player's Handbook p. 148
-
Silvered Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
Source: Player's Handbook p. 148
-
Silvered Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
Source: Player's Handbook p. 148
-
Silvered Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
Source: Player's Handbook p. 148
-
Silvered Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
Source: Player's Handbook p. 148
-
Silvered Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
Source: Player's Handbook p. 148
-
Silvered Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
Source: Player's Handbook p. 148
-
Silvered War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
Source: Player's Handbook p. 148
-
Silvered Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
Source: Player's Handbook p. 148
-
Silvered Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
Source: Player's Handbook p. 148
-
Silvered Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Source: Player's Handbook p. 148
-
Smoldering Breastplate
minor, Medium Armor
MA
20
14
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Chain Mail
minor, Heavy Armor
HA
55
16
1
13
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Chain Shirt
minor, Medium Armor
MA
20
13
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Half Plate Armor
minor, Medium Armor
MA
40
15
1
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Hide Armor
minor, Medium Armor
MA
12
12
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Leather Armor
minor, Light Armor
LA
10
11
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Padded Armor
minor, Light Armor
LA
8
11
1
Padded armor consists of quilted layers of cloth and batting.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Plate Armor
minor, Heavy Armor
HA
65
18
1
15
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Ring Mail
minor, Heavy Armor
HA
40
14
1
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Scale Mail
minor, Medium Armor
MA
45
14
1
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Spiked Armor
minor, Medium Armor
MA
45
14
1
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Splint Armor
minor, Heavy Armor
HA
60
17
1
15
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139
-
Smoldering Studded Leather Armor
minor, Light Armor
LA
13
12
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139
-
Double-Bladed Scimitar of Life Stealing
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74
1d4
2d4
3d6
-
Greatsword of Life Stealing
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206
3d6
-
Longsword of Life Stealing
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206
3d6
-
Rapier of Life Stealing
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206
3d6
-
Scimitar of Life Stealing
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206
3d6
-
Shortsword of Life Stealing
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206
3d6
-
Double-Bladed Scimitar of Sharpness
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74
1d4
2d4
4d6
-
Greatsword of Sharpness
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206
4d6
-
Longsword of Sharpness
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206
4d6
-
Scimitar of Sharpness
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206
4d6
-
Double-Bladed Scimitar of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Greatsword of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206
-
Longsword of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206
-
Rapier of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206
-
Scimitar of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206
-
Shortsword of Vengeance
major, Cursed item, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206
-
Double-Bladed Scimitar of Wounding
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Greatsword of Wounding
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207
1d4
-
Longsword of Wounding
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207
1d4
-
Rapier of Wounding
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207
1d4
-
Scimitar of Wounding
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207
1d4
-
Shortsword of Wounding
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207
1d4
-
Vicious +1 Battleaxe
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Blowgun
martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Club
simple Weapon, Melee Weapon
M
2
L
1d4
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Dagger
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Dart
simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Double-Bladed Scimitar
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d6
-
Vicious +1 Flail
martial Weapon, Melee Weapon
M
2
M
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Glaive
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Greataxe
martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Greatclub
simple Weapon, Melee Weapon
M
10
2H
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Greatsword
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Halberd
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Hand Crossbow
martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Handaxe
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Heavy Crossbow
martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Hooked Shortspear
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Javelin
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Lance
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Light Crossbow
simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Light Hammer
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Light Repeating Crossbow
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Longbow
martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Longsword
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Mace
simple Weapon, Melee Weapon
M
4
1d6
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Maul
martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Morningstar
martial Weapon, Melee Weapon
M
4
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Pike
martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Quarterstaff
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Rapier
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Scimitar
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Shortbow
simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Shortsword
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Sickle
simple Weapon, Melee Weapon
M
2
L
1d4
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Sling
simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Spear
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Trident
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 War Pick
martial Weapon, Melee Weapon
M
2
M
1d8
P
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Warhammer
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Whip
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious +1 Yklwa
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149
2d6
-
Vicious Battleaxe
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Blowgun
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Club
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Dagger
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Dart
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74
1d4
2d4
2d6
-
Vicious Flail
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Glaive
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Greataxe
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Greatclub
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Halberd
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Hand Crossbow
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Handaxe
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Heavy Crossbow
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Hooked Shortspear
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Javelin
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Lance
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Light Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Light Hammer
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Light Repeating Crossbow
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Longbow
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Mace
major, simple Weapon, Melee Weapon
M
4
1d6
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Maul
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Morningstar
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Pike
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Quarterstaff
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Rapier
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Shortbow
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Shortsword
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Sickle
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Sling
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Spear
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Trident
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious War Pick
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Warhammer
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Whip
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vicious Yklwa
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209
2d6
-
Vorpal Double-Bladed Scimitar
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74
1d4
2d4
6d8
-
Vorpal Greatsword
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209
6d8
-
Vorpal Longsword
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209
6d8
-
Vorpal Scimitar
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209
6d8
-
Walloping Arrow
minor, Ammunition
A
0.05
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Arrows (20)
minor, Ammunition
A
1
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Blowgun Needle
minor, Ammunition
A
0.02
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Blowgun Needles (50)
minor, Ammunition
A
1
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Crossbow Bolt
minor, Ammunition
A
0.075
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Crossbow Bolts (20)
minor, Ammunition
A
1.5
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Sling Bullet
minor, Ammunition
A
0.075
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Walloping Sling Bullets (20)
minor, Ammunition
A
1.5
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139
-
Battleaxe of Certain Death
martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Blowgun of Certain Death
martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Club of Certain Death
simple Weapon, Melee Weapon
M
2
L
1d4
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Dagger of Certain Death
simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Dart of Certain Death
simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Double-Bladed Scimitar of Certain Death
martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Flail of Certain Death
martial Weapon, Melee Weapon
M
2
M
1d8
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Glaive of Certain Death
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Greataxe of Certain Death
martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Greatclub of Certain Death
simple Weapon, Melee Weapon
M
10
2H
1d8
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Greatsword of Certain Death
martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Halberd of Certain Death
martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Hand Crossbow of Certain Death
martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Handaxe of Certain Death
simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Heavy Crossbow of Certain Death
martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Hooked Shortspear of Certain Death
martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Javelin of Certain Death
simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Lance of Certain Death
martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Light Crossbow of Certain Death
simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Light Hammer of Certain Death
simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Light Repeating Crossbow of Certain Death
simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Longbow of Certain Death
martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Longsword of Certain Death
martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Mace of Certain Death
simple Weapon, Melee Weapon
M
4
1d6
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Maul of Certain Death
martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Morningstar of Certain Death
martial Weapon, Melee Weapon
M
4
M
1d8
P
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Pike of Certain Death
martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Quarterstaff of Certain Death
simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Rapier of Certain Death
martial Weapon, Melee Weapon
M
2
F,M
1d8
P
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Scimitar of Certain Death
martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Shortbow of Certain Death
simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Shortsword of Certain Death
martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Sickle of Certain Death
simple Weapon, Melee Weapon
M
2
L
1d4
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Sling of Certain Death
simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Spear of Certain Death
simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Trident of Certain Death
martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
War Pick of Certain Death
martial Weapon, Melee Weapon
M
2
M
1d8
P
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Warhammer of Certain Death
martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Whip of Certain Death
martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Yklwa of Certain Death
simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
-
Battleaxe of Warning
major, martial Weapon, Melee Weapon
M
4
V,M
1d8
1d10
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Blowgun of Warning
major, martial Weapon, Ranged Weapon
R
1
A,LD,M
1
P
25/100
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Club of Warning
major, simple Weapon, Melee Weapon
M
2
L
1d4
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Dagger of Warning
major, simple Weapon, Melee Weapon
M
1
F,L,T
1d4
P
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Dart of Warning
major, simple Weapon, Ranged Weapon
R
0.25
F,T
1d4
P
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Double-Bladed Scimitar of Warning
major, martial Weapon, Melee Weapon
M
6
S,2H,M
2d4
S
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74
1d4
2d4
-
Flail of Warning
major, martial Weapon, Melee Weapon
M
2
M
1d8
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Glaive of Warning
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Greataxe of Warning
major, martial Weapon, Melee Weapon
M
7
H,2H,M
1d12
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Greatclub of Warning
major, simple Weapon, Melee Weapon
M
10
2H
1d8
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Greatsword of Warning
major, martial Weapon, Melee Weapon
M
6
H,2H,M
2d6
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Halberd of Warning
major, martial Weapon, Melee Weapon
M
6
H,R,2H,M
1d10
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Hand Crossbow of Warning
major, martial Weapon, Ranged Weapon
R
3
A,L,LD,M
1d6
P
30/120
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Handaxe of Warning
major, simple Weapon, Melee Weapon
M
2
L,T
1d6
S
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Heavy Crossbow of Warning
major, martial Weapon, Ranged Weapon
R
18
A,H,LD,2H,M
1d10
P
100/400
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Hooked Shortspear of Warning
major, martial Weapon, Melee Weapon
M
2
L,M
1d4
P
On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Javelin of Warning
major, simple Weapon, Melee Weapon
M
2
T
1d6
P
30/120
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Lance of Warning
major, martial Weapon, Melee Weapon
M
6
R,S,M
1d12
P
Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Light Crossbow of Warning
major, simple Weapon, Ranged Weapon
R
5
A,LD,2H
1d8
P
80/320
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Light Hammer of Warning
major, simple Weapon, Melee Weapon
M
2
L,T
1d4
B
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Light Repeating Crossbow of Warning
major, simple Weapon, Ranged Weapon
R
5
A,2H
1d8
P
40/160
This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Longbow of Warning
major, martial Weapon, Ranged Weapon
R
2
A,H,2H,M
1d8
P
150/600
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Longsword of Warning
major, martial Weapon, Melee Weapon
M
3
V,M
1d8
1d10
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Mace of Warning
major, simple Weapon, Melee Weapon
M
4
1d6
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Maul of Warning
major, martial Weapon, Melee Weapon
M
10
H,2H,M
2d6
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Morningstar of Warning
major, martial Weapon, Melee Weapon
M
4
M
1d8
P
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Net of Warning
major, martial Weapon, Ranged Weapon
R
3
S,T,M
5/15
Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Pike of Warning
major, martial Weapon, Melee Weapon
M
18
H,R,2H,M
1d10
P
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Quarterstaff of Warning
major, simple Weapon, Melee Weapon
M
4
V
1d6
1d8
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Rapier of Warning
major, martial Weapon, Melee Weapon
M
2
F,M
1d8
P
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Scimitar of Warning
major, martial Weapon, Melee Weapon
M
3
F,L,M
1d6
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Shortbow of Warning
major, simple Weapon, Ranged Weapon
R
2
A,2H
1d6
P
80/320
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Shortsword of Warning
major, martial Weapon, Melee Weapon
M
2
F,L,M
1d6
P
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Sickle of Warning
major, simple Weapon, Melee Weapon
M
2
L
1d4
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Sling of Warning
major, simple Weapon, Ranged Weapon
R
A
1d4
B
30/120
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Spear of Warning
major, simple Weapon, Melee Weapon
M
3
T,V
1d6
1d8
P
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Trident of Warning
major, martial Weapon, Melee Weapon
M
4
T,V,M
1d6
1d8
P
20/60
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
War Pick of Warning
major, martial Weapon, Melee Weapon
M
2
M
1d8
P
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Warhammer of Warning
major, martial Weapon, Melee Weapon
M
2
V,M
1d8
1d10
B
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Whip of Warning
major, martial Weapon, Melee Weapon
M
3
F,R,M
1d4
S
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213
-
Yklwa of Warning
major, simple Weapon, Melee Weapon
M
3
T
1d8
P
10/30
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213