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