Backgrounds Feats Races Spell Mundane Items Magic Items Items Monsters
NameTypeDetailWeightInfo
Arrow of SlayingAvery rare0.05An 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.
Arrows +1Auncommon0.05You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Arrows +2Arare0.05You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Arrows +3Avery rare0.05You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Blowgun Needle of SlayingAvery rare0.02A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the needle the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.
Blowgun Needles +1Auncommon0.02You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Blowgun Needles +2Arare0.02You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Blowgun Needles +3Avery rare0.02You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Crossbow Bolt of SlayingAvery rare0.075A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.
Crossbow Bolts +1Auncommon0.075You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Crossbow Bolts +2Arare0.075You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Crossbow Bolts +3Avery rare0.075You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Sling Bullet of SlayingAvery rare0.075A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the bullet the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.
Sling Bullets +1Auncommon0.075You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Sling Bullets +2Arare0.075You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Sling Bullets +3Avery rare0.075You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.Source: Dungeon Master's Guide p. 150
Unbreakable ArrowAcommon0.05This arrow can’t be broken, except when it is within an antimagic field.Source: Xanathar's Guide to Everything, p. 139
Walloping ArrowAcommon0.05This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Walloping Blowgun NeedleAcommon0.02This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Walloping Crossbow BoltAcommon0.075This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Walloping Sling BulletAcommon0.075This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Adamantine Chain MailHAuncommon55This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Plate ArmorHAuncommon65This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Ring MailHAuncommon40This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Splint ArmorHAuncommon60This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Armor of InvulnerabilityHAlegendary (requires attunement)65You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.Source: Dungeon Master's Guide p. 152
Armor of Vulnerability (Bludgeoning)HArare, cursed (requires attunement)65While wearing this armor, you have resistance to bludgeoning damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.
Armor of Vulnerability (Piercing)HArare, cursed (requires attunement)65While wearing this armor, you have resistance to piercing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.
Armor of Vulnerability (Slashing)HArare, cursed (requires attunement)65While wearing this armor, you have resistance to slashing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.
Cast-Off Chain MailHAcommon55You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Plate ArmorHAcommon65You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Ring MailHAcommon40You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Splint ArmorHAcommon60You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Chain Mail +1HArare55You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Mail +2HAvery rare55You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Mail +3HAlegendary55You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Acid ResistanceHArare (requires attunement)55You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Cold ResistanceHArare (requires attunement)55You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Fire ResistanceHArare (requires attunement)55You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Force ResistanceHArare (requires attunement)55You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of GleamingHAcommon55This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Chain Mail of Lightning ResistanceHArare (requires attunement)55You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Necrotic ResistanceHArare (requires attunement)55You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Poison ResistanceHArare (requires attunement)55You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Psychic ResistanceHArare (requires attunement)55You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Radiant ResistanceHArare (requires attunement)55You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Mail of Thunder ResistanceHArare (requires attunement)55You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Demon ArmorHAvery rare, cursed (requires attunement)65While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Dwarven PlateHAvery rare65While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.Source: Dungeon Master's Guide p. 167
Efreeti ChainHAlegendary (requires attunement)55While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.Source: Dungeon Master's Guide p. 167
Mariner's Chain MailHAuncommon55While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Plate ArmorHAuncommon65While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Ring MailHAuncommon40While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Splint ArmorHAuncommon60While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mind Carapace Chain MailHAuncommon (requires attunement by a specific individual)55Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.Source: Volo's Guide to Monsters, p. 81
Mind Carapace Plate ArmorHAuncommon (requires attunement by a specific individual)65Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.Source: Volo's Guide to Monsters, p. 81
Mind Carapace Ring MailHAuncommon (requires attunement by a specific individual)40Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.Source: Volo's Guide to Monsters, p. 81
Mind Carapace Splint ArmorHAuncommon (requires attunement by a specific individual)60Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.Source: Volo's Guide to Monsters, p. 81
Mithral Chain MailHAuncommon55Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Plate ArmorHAuncommon65Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Ring MailHAuncommon40Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Splint ArmorHAuncommon60Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Plate Armor +1HArare65You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Plate Armor +2HAvery rare65You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Plate Armor +3HAlegendary65You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Acid ResistanceHArare (requires attunement)65You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Cold ResistanceHArare (requires attunement)65You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of EtherealnessHAlegendary (requires attunement)65While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.Source: Dungeon Master's Guide p. 185
Plate Armor of Fire ResistanceHArare (requires attunement)65You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Force ResistanceHArare (requires attunement)65You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of GleamingHAcommon65This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Plate Armor of Lightning ResistanceHArare (requires attunement)65You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Necrotic ResistanceHArare (requires attunement)65You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Poison ResistanceHArare (requires attunement)65You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Psychic ResistanceHArare (requires attunement)65You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Radiant ResistanceHArare (requires attunement)65You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Plate Armor of Thunder ResistanceHArare (requires attunement)65You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail +1HArare40You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Ring Mail +2HAvery rare40You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Ring Mail +3HAlegendary40You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Acid ResistanceHArare (requires attunement)40You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Cold ResistanceHArare (requires attunement)40You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Fire ResistanceHArare (requires attunement)40You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Force ResistanceHArare (requires attunement)40You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of GleamingHAcommon40This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Ring Mail of Lightning ResistanceHArare (requires attunement)40You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Necrotic ResistanceHArare (requires attunement)40You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Poison ResistanceHArare (requires attunement)40You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Psychic ResistanceHArare (requires attunement)40You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Radiant ResistanceHArare (requires attunement)40You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Ring Mail of Thunder ResistanceHArare (requires attunement)40You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scorpion ArmorHArare, cursed (requires attunement)65This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
• The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.
Smoldering Chain MailHAcommon55Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Plate ArmorHAcommon65Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Ring MailHAcommon40Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Splint ArmorHAcommon60Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Splint Armor +1HArare60You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Splint Armor +2HAvery rare60You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Splint Armor +3HAlegendary60You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Acid ResistanceHArare (requires attunement)60You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Cold ResistanceHArare (requires attunement)60You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Fire ResistanceHArare (requires attunement)60You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Force ResistanceHArare (requires attunement)60You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of GleamingHAcommon60This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Splint Armor of Lightning ResistanceHArare (requires attunement)60You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Necrotic ResistanceHArare (requires attunement)60You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Poison ResistanceHArare (requires attunement)60You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Psychic ResistanceHArare (requires attunement)60You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Radiant ResistanceHArare (requires attunement)60You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Splint Armor of Thunder ResistanceHArare (requires attunement)60You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Cast-Off Leather ArmorLAcommon10You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Padded ArmorLAcommon8You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Studded Leather ArmorLAcommon13You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Glamoured Studded LeatherLArare12While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.Source: Dungeon Master's Guide p. 172
Leather Armor +1LArare10You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Leather Armor +2LAvery rare10You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Leather Armor +3LAlegendary10You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Acid ResistanceLArare (requires attunement)10You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Cold ResistanceLArare (requires attunement)10You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Fire ResistanceLArare (requires attunement)10You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Force ResistanceLArare (requires attunement)10You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Lightning ResistanceLArare (requires attunement)10You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Necrotic ResistanceLArare (requires attunement)10You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Poison ResistanceLArare (requires attunement)10You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Psychic ResistanceLArare (requires attunement)10You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Radiant ResistanceLArare (requires attunement)10You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Leather Armor of Thunder ResistanceLArare (requires attunement)10You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Mariner's Leather ArmorLAuncommon10While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Padded ArmorLAuncommon8While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Studded Leather ArmorLAuncommon13While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Padded Armor +1LArare8You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Padded Armor +2LAvery rare8You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Padded Armor +3LAlegendary8You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Acid ResistanceLArare (requires attunement)8You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Cold ResistanceLArare (requires attunement)8You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Fire ResistanceLArare (requires attunement)8You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Force ResistanceLArare (requires attunement)8You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Lightning ResistanceLArare (requires attunement)8You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Necrotic ResistanceLArare (requires attunement)8You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Poison ResistanceLArare (requires attunement)8You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Psychic ResistanceLArare (requires attunement)8You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Radiant ResistanceLArare (requires attunement)8You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Padded Armor of Thunder ResistanceLArare (requires attunement)8You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Smoldering Leather ArmorLAcommon10Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Padded ArmorLAcommon8Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Studded Leather ArmorLAcommon13Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Studded Leather Armor +1LArare13You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor +2LAvery rare13You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor +3LAlegendary13You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Acid ResistanceLArare (requires attunement)13You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Cold ResistanceLArare (requires attunement)13You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Fire ResistanceLArare (requires attunement)13You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Force ResistanceLArare (requires attunement)13You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Lightning ResistanceLArare (requires attunement)13You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Necrotic ResistanceLArare (requires attunement)13You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Poison ResistanceLArare (requires attunement)13You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Psychic ResistanceLArare (requires attunement)13You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Radiant ResistanceLArare (requires attunement)13You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Studded Leather Armor of Thunder ResistanceLArare (requires attunement)13You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Axe of the Dwarvish LordsMartifact, cursed (requires attunement)4Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
Battleaxe +1Muncommon4You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Battleaxe +2Mrare4You have a +2 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Battleaxe +3Mvery rare4You have a +3 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Battleaxe of WarningMuncommon (requires attunement)4This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Berserker BattleaxeMrare, cursed (requires attunement)4You 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.
Berserker GreataxeMrare, cursed (requires attunement)7You 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.
Berserker HandaxeMrare, cursed (requires attunement)2You 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.
BlackrazorMartifact (requires attunement by a creature of non-lawful alignment)6Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Blood SpearMuncommon (requires attunement)3Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
BookmarkMlegendary (requires attunement)1This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
• Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
Club +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Club +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Club +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Club of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Dagger +1Muncommon1You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dagger +2Mrare1You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dagger +3Mvery rare1You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dagger of VenomMrare1You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Dagger of WarningMuncommon (requires attunement)1This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dancing GreatswordMvery rare (requires attunement)6You 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.
Dancing LongswordMvery rare (requires attunement)3You 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.
Dancing RapierMvery rare (requires attunement)2You 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.
Dancing ScimitarMvery rare (requires attunement)3You 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.
Dancing ShortswordMvery rare (requires attunement)2You 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.
DawnbringerMlegendary (requires attunement by a creature of non-evil alignment)3Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn.
Defender GreatswordMlegendary (requires attunement)6You 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.
Defender LongswordMlegendary (requires attunement)3You 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.
Defender RapierMlegendary (requires attunement)2You 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.
Defender ScimitarMlegendary (requires attunement)3You 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.
Defender ShortswordMlegendary (requires attunement)2You 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.
Dragon Slayer GreatswordMrare6You 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.
Dragon Slayer LongswordMrare3You 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.
Dragon Slayer RapierMrare2You 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.
Dragon Slayer ScimitarMrare3You 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.
Dragon Slayer ShortswordMrare2You 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.
Dragontooth DaggerMrare1A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6.
DrownMlegendary (requires attunement)4A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery: You gain the following benefits while you hold Drown:
Dwarven ThrowerMvery rare (requires attunement by a Dwarf)2You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Flail +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flail
Flail +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flail
Flail +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, flail
Flail of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.Proficiency: martial, flail
Flame Tongue GreatswordMrare (requires attunement)6You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Flame Tongue LongswordMrare (requires attunement)3You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Flame Tongue RapierMrare (requires attunement)2You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Flame Tongue ScimitarMrare (requires attunement)3You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Flame Tongue ShortswordMrare (requires attunement)2You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Frost Brand GreatswordMvery rare (requires attunement)6When 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.
Frost Brand LongswordMvery rare (requires attunement)3When 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.
Frost Brand RapierMvery rare (requires attunement)2When 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.
Frost Brand ScimitarMvery rare (requires attunement)3When 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.
Frost Brand ShortswordMvery rare (requires attunement)2When 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.
Giant Slayer BattleaxeMrare4You 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.
Giant Slayer GreataxeMrare7You 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.
Giant Slayer GreatswordMrare6You 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.
Giant Slayer HandaxeMrare2You 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.
Giant Slayer LongswordMrare3You 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.
Giant Slayer RapierMrare2You 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.
Giant Slayer ScimitarMrare3You 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.
Giant Slayer ShortswordMrare2You 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.
Glaive +1Muncommon6You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Glaive +2Mrare6You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Glaive +3Mvery rare6You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Glaive of WarningMuncommon (requires attunement)6This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greataxe +1Muncommon7You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greataxe +2Mrare7You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greataxe +3Mvery rare7You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greataxe of WarningMuncommon (requires attunement)7This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatclub +1Muncommon10You have a +1 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Greatclub +2Mrare10You have a +2 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Greatclub +3Mvery rare10You have a +3 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Greatclub of WarningMuncommon (requires attunement)10This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Two-Handed: This weapon requires two hands when you attack with it.
Greater Silver SwordMlegendary (requires attunement by a creature that has psionic ability)6This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword +1Muncommon6You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword +2Mrare6You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword +3Mvery rare6You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword of Life StealingMrare (requires attunement)6When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword of SharpnessMvery rare (requires attunement)6When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Greatsword of VengeanceMuncommon, cursed (requires attunement)6You 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.
Greatsword of WarningMuncommon (requires attunement)6This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Greatsword of WoundingMrare (requires attunement)6Hit 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.
Gurt's GreataxeMlegendary (requires attunement)325In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.
You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
Halberd +1Muncommon6You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Halberd +2Mrare6You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Halberd +3Mvery rare6You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Halberd of WarningMuncommon (requires attunement)6This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Hammer of ThunderboltsMlegendary10You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (requires attunement):
Handaxe +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Handaxe +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Handaxe +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Handaxe of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
HazirawnMlegendary (requires attunement)6A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)
HewMunique4Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Holy Avenger GreatswordMlegendary (requires attunement by a Paladin)6You 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.
Holy Avenger LongswordMlegendary (requires attunement by a Paladin)3You 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.
Holy Avenger RapierMlegendary (requires attunement by a Paladin)2You 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.
Holy Avenger ScimitarMlegendary (requires attunement by a Paladin)3You 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.
Holy Avenger ShortswordMlegendary (requires attunement by a Paladin)2You 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.
IronfangMlegendary (requires attunement)2A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery: You gain the following benefits while you hold Ironfang:
Javelin +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Javelin +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Javelin +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Javelin of BackbitingMvery rare, cursed (requires attunement)2You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Javelin of LightningMuncommon2This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Javelin of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Korolnor ScepterMlegendary (requires attunement)2The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:
Lance +1Muncommon6You have a +1 bonus to attack and damage rolls made with this weapon.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Lance +2Mrare6You have a +2 bonus to attack and damage rolls made with this weapon.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Lance +3Mvery rare6You have a +3 bonus to attack and damage rolls made with this weapon.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Lance of WarningMuncommon (requires attunement)6This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Light Hammer +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Light Hammer +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Light Hammer +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Light Hammer of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
LightbringerMunique4This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extar 1d6 radiant damage to undead creatures.Proficiency: simple, mace
Longsword +1Muncommon3You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Longsword +2Mrare3You have a +2 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Longsword +3Mvery rare3You have a +3 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Longsword of Life StealingMrare (requires attunement)3When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Longsword of SharpnessMvery rare (requires attunement)3When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Longsword of VengeanceMuncommon, cursed (requires attunement)3You 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.
Longsword of WarningMuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Longsword of WoundingMrare (requires attunement)3Hit 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.
Luck Blade GreatswordMlegendary (requires attunement)6You 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.
Luck Blade LongswordMlegendary (requires attunement)3You 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.
Luck Blade RapierMlegendary (requires attunement)2You 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.
Luck Blade ScimitarMlegendary (requires attunement)3You 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.
Luck Blade ShortswordMlegendary (requires attunement)2You 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.
Mace +1Muncommon4You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: simple, mace
Mace +2Mrare4You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: simple, mace
Mace +3Mvery rare4You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: simple, mace
Mace of DisruptionMrare (requires attunement)4When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Mace of SmitingMrare4You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Mace of TerrorMrare (requires attunement)4This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Mace of WarningMuncommon (requires attunement)4This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.Proficiency: simple, mace
Maul +1Muncommon10You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Maul +2Mrare10You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Maul +3Mvery rare10You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Maul of WarningMuncommon (requires attunement)10This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Mind Blade GreatswordMrare (requires attunement by a specific individual)6Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Mind Blade LongswordMrare (requires attunement by a specific individual)3Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Mind Blade RapierMrare (requires attunement by a specific individual)2Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mind Blade ScimitarMrare (requires attunement by a specific individual)3Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mind Blade ShortswordMrare (requires attunement by a specific individual)2Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mind LashMrare (requires attunement by a mind flayer)3In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Moon-Touched GreatswordMcommon6In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Moon-Touched LongswordMcommon3In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Moon-Touched RapierMcommon2In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Moon-Touched ScimitarMcommon3In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Moon-Touched ShortswordMcommon2In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
MoonbladeMartifact (requires attunement by an elf or half-elf of neutral good alignment)3Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
Morningstar +1Muncommon4You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstar
Morningstar +2Mrare4You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstar
Morningstar +3Mvery rare4You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, morningstar
Morningstar of WarningMuncommon (requires attunement)4This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.Proficiency: martial, morningstar
Nine Lives Stealer GreatswordMvery rare (requires attunement)6You 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.
Nine Lives Stealer LongswordMvery rare (requires attunement)3You 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.
Nine Lives Stealer RapierMvery rare (requires attunement)2You 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.
Nine Lives Stealer ScimitarMvery rare (requires attunement)3You 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.
Nine Lives Stealer ShortswordMvery rare (requires attunement)2You 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.
OrcsplitterMlegendary (requires attunement by a good-aligned dwarf, fighter, or paladin)7A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.
You gain the following benefits while holding this magic weapon: • You gain a +2 bonus to attack and damage rolls made with it.
Pike +1Muncommon18You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Pike +2Mrare18You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Pike +3Mvery rare18You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Pike of WarningMuncommon (requires attunement)18This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Quarterstaff +1Muncommon4You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Quarterstaff +2Mrare4You have a +2 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Quarterstaff +3Mvery rare4You have a +3 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Quarterstaff of WarningMuncommon (requires attunement)4This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Rapier +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Rapier +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Rapier +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Rapier of Life StealingMrare (requires attunement)2When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Rapier of VengeanceMuncommon, cursed (requires attunement)2You 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.
Rapier of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Rapier of WoundingMrare (requires attunement)2Hit 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.
Saint Markovia's ThighboneMrare (requires attunement)4Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
Scimitar +1Muncommon3You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar +2Mrare3You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar +3Mvery rare3You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar of Life StealingMrare (requires attunement)3When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar of SharpnessMvery rare (requires attunement)3When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Scimitar of SpeedMvery rare (requires attunement)3You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar of VengeanceMuncommon, cursed (requires attunement)3You 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.
Scimitar of WarningMuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scimitar of WoundingMrare (requires attunement)3Hit 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.
ShatterspikeMuncommon (requires attunement)3You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Shortsword +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Shortsword +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Shortsword +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Shortsword of Life StealingMrare (requires attunement)2When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Shortsword of VengeanceMuncommon, cursed (requires attunement)2You 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.
Shortsword of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Shortsword of WoundingMrare (requires attunement)2Hit 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.
Sickle +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Sickle +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Sickle +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Sickle of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Spear +1Muncommon3You have a +1 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Spear +2Mrare3You have a +2 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Spear +3Mvery rare3You have a +3 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Spear of BackbitingMvery rare, cursed (requires attunement)3You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Spear of WarningMuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Sun BladeMrare (requires attunement)3This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
SunswordMlegendary (requires attunement)3The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
Sword of Answering (Answerer)Mlegendary (requires attunement by a Chaotic Good Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Answerer, the Chaotic Good sword, has an emerald set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Back Talker)Mlegendary (requires attunement by a Chaotic Evil Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Back Talker, the Chaotic Evil sword, has jet set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Concluder)Mlegendary (requires attunement by a Lawful Neutral Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Last Quip)Mlegendary (requires attunement by a Chaotic Neutral Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Rebutter)Mlegendary (requires attunement by a Neutral Good Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Rebutter, the Neutral Good sword, has a topaz set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Replier)Mlegendary (requires attunement by a Neutral Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Replier, the Neutral sword, has a peridot set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Retorter)Mlegendary (requires attunement by a Lawful Good Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Retorter, the Lawful Good sword, has an aquamarine set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Scather)Mlegendary (requires attunement by a Lawful Evil Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Scather, the Lawful Evil sword, has a garnet set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of Answering (Squelcher)Mlegendary (requires attunement by a Neutral Evil Creature)3In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Squelcher, the Neutral Evil sword, has a spinel set in its pommel. You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sword of KasMartifact (requires attunement)3When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
TalonMunique3Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
TinderstrikeMlegendary (requires attunement)1A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. Fire Mastery: You gain the following benefits while you hold Tinderstrike:
Trident +1Muncommon4You have a +1 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Trident +2Mrare4You have a +2 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Trident +3Mvery rare4You have a +3 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Trident of Fish CommandMuncommon4This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Trident of WarningMuncommon (requires attunement)4This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Vicious BattleaxeMrare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Vicious ClubMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Vicious DaggerMrare1When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vicious FlailMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.Proficiency: martial, flail
Vicious GlaiveMrare6When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious GreataxeMrare7When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious GreatclubMrare10When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Two-Handed: This weapon requires two hands when you attack with it.
Vicious GreatswordMrare6When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious HalberdMrare6When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious HandaxeMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Vicious JavelinMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Vicious LanceMrare6When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Vicious Light HammerMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Vicious LongswordMrare3When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Vicious MaceMrare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.Proficiency: simple, mace
Vicious MaulMrare10When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious MorningstarMrare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.Proficiency: martial, morningstar
Vicious PikeMrare18When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Vicious QuarterstaffMrare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Vicious RapierMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vicious ScimitarMrare3When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vicious ShortswordMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vicious SickleMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Vicious SpearMrare3When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Vicious TridentMrare4When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Vicious War PickMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.Proficiency: martial, war pick
Vicious WarhammerMrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Vicious WhipMrare3When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vorpal GreatswordMlegendary (requires attunement)6You 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.
Vorpal LongswordMlegendary (requires attunement)3You 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.
Vorpal ScimitarMlegendary (requires attunement)3You 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.
War Pick +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pick
War Pick +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pick
War Pick +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.Proficiency: martial, war pick
War Pick of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.Proficiency: martial, war pick
Warhammer +1Muncommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Warhammer +2Mrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Warhammer +3Mvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Warhammer of WarningMuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
WaveMartifact (requires attunement by a creature that worships a god of the sea)4Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
WaytheMlegendary (requires attunement)6Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.
WhelmMartifact (requires attunement by a dwarf)2Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Whip +1Muncommon3You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Whip +2Mrare3You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Whip +3Mvery rare3You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Whip of WarningMuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
WindvaneMlegendary (requires attunement)3A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. Air Mastery: You gain the following benefits while you hold Windvane:
Adamantine BreastplateMAuncommon20This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Chain ShirtMAuncommon20This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Half Plate ArmorMAuncommon40This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Adamantine Scale MailMAuncommon45This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide p. 150
Black Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.
Blue Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.
Brass Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.
Breastplate +1MArare20You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Breastplate +2MAvery rare20You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Breastplate +3MAlegendary20You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Acid ResistanceMArare (requires attunement)20You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Cold ResistanceMArare (requires attunement)20You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Fire ResistanceMArare (requires attunement)20You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Force ResistanceMArare (requires attunement)20You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of GleamingMAcommon20This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Breastplate of Lightning ResistanceMArare (requires attunement)20You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Necrotic ResistanceMArare (requires attunement)20You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Poison ResistanceMArare (requires attunement)20You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Psychic ResistanceMArare (requires attunement)20You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Radiant ResistanceMArare (requires attunement)20You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Breastplate of Thunder ResistanceMArare (requires attunement)20You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Bronze Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.
Cast-Off BreastplateMAcommon20You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Chain ShirtMAcommon20You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Half Plate ArmorMAcommon40You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Hide ArmorMAcommon12You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Cast-Off Scale MailMAcommon45You can doff this armor as an action.Source: Xanathar's Guide to Everything, p. 136
Chain Shirt +1MArare20You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt +2MAvery rare20You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt +3MAlegendary20You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Acid ResistanceMArare (requires attunement)20You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Cold ResistanceMArare (requires attunement)20You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Fire ResistanceMArare (requires attunement)20You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Force ResistanceMArare (requires attunement)20You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of GleamingMAcommon20This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Chain Shirt of Lightning ResistanceMArare (requires attunement)20You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Necrotic ResistanceMArare (requires attunement)20You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Poison ResistanceMArare (requires attunement)20You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Psychic ResistanceMArare (requires attunement)20You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Radiant ResistanceMArare (requires attunement)20You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Chain Shirt of Thunder ResistanceMArare (requires attunement)20You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Copper Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.
DragonguardMAunique20This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.Source: Lost Mines of Phandelver, p. 48
Elven ChainMArare20You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.Source: Dungeon Master's Guide p. 209
Gold Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.
Green Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.
Half Plate Armor +1MArare40You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor +2MAvery rare40You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor +3MAlegendary40You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Acid ResistanceMArare (requires attunement)40You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Cold ResistanceMArare (requires attunement)40You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Fire ResistanceMArare (requires attunement)40You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Force ResistanceMArare (requires attunement)40You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of GleamingMAcommon40This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Half Plate Armor of Lightning ResistanceMArare (requires attunement)40You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Necrotic ResistanceMArare (requires attunement)40You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Poison ResistanceMArare (requires attunement)40You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Psychic ResistanceMArare (requires attunement)40You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Radiant ResistanceMArare (requires attunement)40You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Half Plate Armor of Thunder ResistanceMArare (requires attunement)40You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor +1MArare12You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Hide Armor +2MAvery rare12You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Hide Armor +3MAlegendary12You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Acid ResistanceMArare (requires attunement)12You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Cold ResistanceMArare (requires attunement)12You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Fire ResistanceMArare (requires attunement)12You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Force ResistanceMArare (requires attunement)12You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of GleamingMAcommon12This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Hide Armor of Lightning ResistanceMArare (requires attunement)12You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Necrotic ResistanceMArare (requires attunement)12You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Poison ResistanceMArare (requires attunement)12You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Psychic ResistanceMArare (requires attunement)12You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Radiant ResistanceMArare (requires attunement)12You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Hide Armor of Thunder ResistanceMArare (requires attunement)12You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Mariner's BreastplateMAuncommon20While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Chain ShirtMAuncommon20While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Half Plate ArmorMAuncommon40While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Hide ArmorMAuncommon12While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mariner's Scale MailMAuncommon45While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide p. 181
Mithral BreastplateMAuncommon20Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Chain ShirtMAuncommon20Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Half Plate ArmorMAuncommon40Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Mithral Scale MailMAuncommon45Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide p. 182
Red Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.
Scale Mail +1MArare45You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Scale Mail +2MAvery rare45You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Scale Mail +3MAlegendary45You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Acid ResistanceMArare (requires attunement)45You have resistance to acid damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Cold ResistanceMArare (requires attunement)45You have resistance to cold damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Fire ResistanceMArare (requires attunement)45You have resistance to fire damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Force ResistanceMArare (requires attunement)45You have resistance to force damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of GleamingMAcommon45This armor never gets dirty.Source: Xanathar's Guide to Everything, p. 136
Scale Mail of Lightning ResistanceMArare (requires attunement)45You have resistance to lightning damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Necrotic ResistanceMArare (requires attunement)45You have resistance to necrotic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Poison ResistanceMArare (requires attunement)45You have resistance to poison damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Psychic ResistanceMArare (requires attunement)45You have resistance to psychic damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Radiant ResistanceMArare (requires attunement)45You have resistance to radiant damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Scale Mail of Thunder ResistanceMArare (requires attunement)45You have resistance to thunder damage while you wear this armor.Source: Dungeon Master's Guide p. 152
Silver Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.
Smoldering BreastplateMAcommon20Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Chain ShirtMAcommon20Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Half Plate ArmorMAcommon40Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Hide ArmorMAcommon12Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
Smoldering Scale MailMAcommon45Wisps of harmless, odorless smoke rise from this armor while it is worn.Source: Xanathar's Guide to Everything, p. 139
White Dragon Scale MailMAvery rare (requires attunement)45Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.
Bottled BreathPuncommon0.5This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.
Elixir of HealthPrare0.5When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.Source: Dungeon Master's Guide p. 168
Oil of EtherealnessPrare0.5Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.Source: Dungeon Master's Guide p. 183
Oil of SharpnessPvery rare0.5This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.Source: Dungeon Master's Guide p. 184
Oil of SlipperinessPuncommon0.5This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Philter of LovePuncommon0.5The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.Source: Dungeon Master's Guide p. 184
Potion of Acid ResistancePuncommon0.5When you drink this potion, you gain resistance to acid damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of Animal FriendshipPuncommon0.5When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.Source: Dungeon Master's Guide p. 187
Potion of Beast Mind ControlPrare0.5When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of ClairvoyancePrare0.5When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.Source: Dungeon Master's Guide p. 187
Potion of ClimbingPcommon0.5When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.Source: Dungeon Master's Guide p. 187
Potion of Cloud Giant StrengthPvery rare0.5When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.
Potion of Cold ResistancePuncommon0.5When you drink this potion, you gain resistance to cold damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of DiminutionPrare0.5When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.Source: Dungeon Master's Guide p. 187
Potion of Fire BreathPuncommon0.5After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.Source: Dungeon Master's Guide p. 187
Potion of Fire Giant StrengthPrare0.5When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.
Potion of Fire ResistancePuncommon0.5When you drink this potion, you gain resistance to fire damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of FlyingPvery rare0.5When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.Source: Dungeon Master's Guide p. 187
Potion of Force ResistancePuncommon0.5When you drink this potion, you gain resistance to force damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of Frost Giant StrengthPrare0.5When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.
Potion of Gaseous FormPrare0.5When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.Source: Dungeon Master's Guide p. 187
Potion of Giant SizePlegendaryWhen you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1dlO) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
Potion of Greater HealingPuncommon0.5You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 187
Potion of GrowthPuncommon0.5When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.Source: Dungeon Master's Guide p. 187
Potion of HealingPcommon0.5You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 187
Potion of HeroismPrare0.5For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.Source: Dungeon Master's Guide p. 188
Potion of Hill Giant StrengthPuncommon0.5When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.
Potion of Human Mind ControlPrare0.5When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of InvisibilityPvery rare0.5This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.Source: Dungeon Master's Guide p. 188
Potion of InvulnerabilityPrare0.5For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.Source: Dungeon Master's Guide p. 188
Potion of Lightning ResistancePuncommon0.5When you drink this potion, you gain resistance to lightning damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of LongevityPvery rare0.5When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.Source: Dungeon Master's Guide p. 188
Potion of Mind ReadingPrare0.5When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.Source: Dungeon Master's Guide p. 188
Potion of Monster Mind ControlPvery rare0.5When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of Necrotic ResistancePuncommon0.5When you drink this potion, you gain resistance to necrotic damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of PoisonPuncommon0.5This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Potion of Poison ResistancePuncommon0.5When you drink this potion, you gain resistance to poison damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of Psychic ResistancePuncommon0.5When you drink this potion, you gain resistance to psychic damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of Radiant ResistancePuncommon0.5When you drink this potion, you gain resistance to radiant damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of SpeedPvery rare0.5When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.Source: Dungeon Master's Guide p. 188
Potion of Stone Giant StrengthPrare0.5When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.
Potion of Storm Giant StrengthPlegendary0.5When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.
Potion of Superior HealingPrare0.5You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 187
Potion of Supreme HealingPvery rare0.5You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.Source: Dungeon Master's Guide p. 187
Potion of Thunder ResistancePuncommon0.5When you drink this potion, you gain resistance to thunder damage for 1 hour.Source: Dungeon Master's Guide p. 188
Potion of VitalityPvery rare0.5When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.Source: Dungeon Master's Guide p. 188
Potion of Water BreathingPuncommon0.5You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.Source: Dungeon Master's Guide p. 188
Blowgun +1Runcommon1You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Blowgun +2Rrare1You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Blowgun +3Rvery rare1You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Blowgun of WarningRuncommon (requires attunement)1This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Dart +1Runcommon0.25You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dart +2Rrare0.25You have a +2 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dart +3Rvery rare0.25You have a +3 bonus to attack and damage rolls made with this weapon.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Dart of WarningRuncommon (requires attunement)0.25This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Hand Crossbow +1Runcommon3You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Hand Crossbow +2Rrare3You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Hand Crossbow +3Rvery rare3You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Hand Crossbow of WarningRuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy Crossbow +1Runcommon18You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy Crossbow +2Rrare18You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy Crossbow +3Rvery rare18You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Heavy Crossbow of WarningRuncommon (requires attunement)18This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light Crossbow +1Runcommon5You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light Crossbow +2Rrare5You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light Crossbow +3Rvery rare5You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Light Crossbow of WarningRuncommon (requires attunement)5This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Longbow +1Runcommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Longbow +2Rrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Longbow +3Rvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Longbow of WarningRuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Net +1Runcommon3You have a +1 bonus to attack rolls made with this weapon.
NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus.
Net +2Rrare3You have a +2 bonus to attack rolls made with this weapon.
NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus.
Net +3Rvery rare3You have a +3 bonus to attack rolls made with this weapon.
NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus.
Net of WarningRuncommon (requires attunement)3This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
OathbowRvery rare (requires attunement)2When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Seeker DartRuncommon0.25This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.
Shortbow +1Runcommon2You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Shortbow +2Rrare2You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Shortbow +3Rvery rare2You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Shortbow of WarningRuncommon (requires attunement)2This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Sling +1Runcommon0You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Sling +2Rrare0You have a +2 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Sling +3Rvery rare0You have a +3 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Sling of WarningRuncommon (requires attunement)0This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Storm BoomerangRuncommonThis boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
Vicious BlowgunRrare1When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious DartRrare0.25When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Vicious Hand CrossbowRrare3When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious Heavy CrossbowRrare18When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious Light CrossbowRrare5When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious LongbowRrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious ShortbowRrare2When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Vicious SlingRrare0When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Immovable RodRDuncommon2This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a successSource: Dungeon Master's Guide p. 175
Rod of AbsorptionRDvery rare (requires attunement)2While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
Rod of AlertnessRDvery rare (requires attunement)2This rod has a flanged head and the following properties.
Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Rod of Lordly MightRDlegendary (requires attunement)2This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
Rod of ResurrectionRDlegendary (requires attunement by a Cleric, Druid, or Paladin)2The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Rod of RulershipRDrare (requires attunement)2You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.Source: Dungeon Master's Guide p. 197
Rod of SecurityRDvery rare2While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Rod of the Pact Keeper, +1RDuncommon (requires attunement by a Warlock)2While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Rod of the Pact Keeper, +2RDrare (requires attunement by a Warlock)2While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Rod of the Pact Keeper, +3RDvery rare (requires attunement by a Warlock)2While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Tentacle RodRDrare (requires attunement)2Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.Source: Dungeon Master's Guide p. 208
Ring of Acid ResistanceRGrare (requires attunement)You have resistance to acid damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Air Elemental CommandRGlegendary (requires attunement)While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
Ring of Animal InfluenceRGrareThis ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Ring of Cold ResistanceRGrare (requires attunement)You have resistance to cold damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Djinni SummoningRGlegendary (requires attunement)While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Ring of Earth Elemental CommandRGlegendary (requires attunement)While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
Ring of EvasionRGrare (requires attunement)This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.Source: Dungeon Master's Guide p. 191
Ring of Feather FallingRGrare (requires attunement)When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.Source: Dungeon Master's Guide p. 191
Ring of Fire Elemental CommandRGlegendary (requires attunement)While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
Ring of Fire ResistanceRGrare (requires attunement)You have resistance to fire damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Force ResistanceRGrare (requires attunement)You have resistance to force damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Free ActionRGrare (requires attunement)While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.Source: Dungeon Master's Guide p. 191
Ring of InvisibilityRGlegendary (requires attunement)While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.Source: Dungeon Master's Guide p. 191
Ring of JumpingRGuncommon (requires attunement)While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.Source: Dungeon Master's Guide p. 191
Ring of Lightning ResistanceRGrare (requires attunement)You have resistance to lightning damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Mind ShieldingRGuncommon (requires attunement)While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Ring of Necrotic ResistanceRGrare (requires attunement)You have resistance to necrotic damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Poison ResistanceRGrare (requires attunement)You have resistance to poison damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of ProtectionRGrare (requires attunement)You gain a +1 bonus to AC and saving throws while wearing this ring.Source: Dungeon Master's Guide p. 191
Ring of Psychic ResistanceRGrare (requires attunement)You have resistance to psychic damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of Radiant ResistanceRGrare (requires attunement)You have resistance to radiant damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of RegenerationRGvery rare (requires attunement)While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time.Source: Dungeon Master's Guide p. 191
Ring of Shooting StarsRGvery rare (requires attunement Outdoors at Night)While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Ring of Spell StoringRGrare (requires attunement)This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6-1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ring of Spell TurningRGlegendary (requires attunement)While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.Source: Dungeon Master's Guide p. 193
Ring of SwimmingRGuncommonYou have a swimming speed of 40 feet while wearing this ring.Source: Dungeon Master's Guide p. 193
Ring of TelekinesisRGvery rare (requires attunement)While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.Source: Dungeon Master's Guide p. 193
Ring of the RamRGrare (requires attunement)This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of Three WishesRGlegendaryWhile wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.Source: Dungeon Master's Guide p. 193
Ring of Thunder ResistanceRGrare (requires attunement)You have resistance to thunder damage while wearing this ring.Source: Dungeon Master's Guide p. 192
Ring of WarmthRGuncommon (requires attunement)While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.Source: Dungeon Master's Guide p. 193
Ring of Water Elemental CommandRGlegendary (requires attunement)While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
Ring of Water WalkingRGuncommonWhile wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.Source: Dungeon Master's Guide p. 193
Ring of WinterRGartifact (requires attunement)Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.
The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom.
Ring of X-ray VisionRGrare (requires attunement)While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Animated ShieldSvery rare (requires attunement)6While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.Source: Dungeon Master's Guide p. 183
Arrow-Catching ShieldSrare (requires attunement)6You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.Source: Dungeon Master's Guide p. 152
Sentinel ShieldSuncommon6While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.Source: Dungeon Master's Guide p. 199
Shield +1Suncommon6While 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
Shield +2Srare6While 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
Shield +3Svery rare6While 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
Shield of ExpressionScommon6The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.Source: Xanathar's Guide to Everything, p. 139
Shield of Far SightSrare6A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Shield of Missile AttractionSrare, cursed (requires attunement)6While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Spellguard ShieldSvery rare (requires attunement)6While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against youSource: Dungeon Master's Guide p. 201
Scroll of Protection from AberrationsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from BeastsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from CelestialsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from ElementalsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from FeySCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from FiendsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from PlantsSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Scroll of Protection from UndeadSCrareUsing an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.Source: Dungeon Master's Guide p. 199
Spell Scroll (1st Level)SCcommonA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
Spell Scroll (2nd Level)SCuncommonA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
Spell Scroll (3rd Level)SCuncommonA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
Spell Scroll (4th Level)SCrareA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
Spell Scroll (5th Level)SCrareA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.
A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (6th Level)SCvery rareA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16 On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.
Spell Scroll (7th Level)SCvery rareA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.
Spell Scroll (8th Level)SCvery rareA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.
Spell Scroll (9th Level)SClegendaryA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. A spell cast from this scroll has a save DC of 19 and an attack bonus of +11.
Spell Scroll (Cantrip)SCcommonA spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Gulthias StaffSTrare (requires attunement)4Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Spider StaffSTrequires attunement6The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Staff of AdornmentSTcommon4If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.Source: Xanathar's Guide to Everything, p. 139
Staff of BirdcallsSTcommon4This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.Source: Xanathar's Guide to Everything, p. 139
Staff of CharmingSTrare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)4While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of DefenseSTrequires attunement3This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
Staff of FireSTvery rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)4You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Staff of FlowersSTcommon4This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.Source: Xanathar's Guide to Everything, p. 139
Staff of FrostSTvery rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)4You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Staff of HealingSTrare (requires attunement by a Bard, Cleric, or Druid)4This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Staff of PowerSTvery rare (requires attunement by a Sorcerer, Warlock, or Wizard)4This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.
Staff of StrikingSTvery rare (requires attunement)4This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of Swarming InsectsSTrare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)4This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Staff of the AdderSTuncommon (requires attunement by a Cleric, Druid, or Warlock)4You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Staff of the Forgotten OneSTartifact (requires attunement by a sorcerer, warlock, or wizard)4This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death.
Beneficial Properties:
Staff of the MagiSTlegendary (requires attunement by a Sorcerer, Warlock, or Wizard)4This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.
Staff of the PythonSTuncommon (requires attunement by a Cleric, Druid, or Warlock)4You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Staff of the WoodlandsSTrare (requires attunement by a Druid)4This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Staff of Thunder and LightningSTvery rare (requires attunement)4This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Staff of WitheringSTrare (requires attunement by a Cleric, Druid, or Warlock)4This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Alchemy JugWuncommon12This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Amulet of HealthWrare (requires attunement)1Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is 19 or higher without it.Source: Dungeon Master's Guide p. 150
Amulet of Proof Against Detection and LocationWuncommon (requires attunement)1While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.Source: Dungeon Master's Guide p. 150
Amulet of Protection from TurningWrare (requires attunement)1While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Amulet of the Black SkullWvery rare (requires attunement)This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
Amulet of the PlanesWvery rare (requires attunement)1While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.Source: Dungeon Master's Guide p. 150
Apparatus of KwalishWlegendary500This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The apparatus of Kwalish is a Large object with the following statistics:
Bag of BeansWrare0.5Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
Bag of DevouringWvery rare0.5This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
Bag of HoldingWuncommon15This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Bag of Tricks, GrayWuncommon0.5This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
Bag of Tricks, RustWuncommon0.5This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
Bag of Tricks, TanWuncommon0.5This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
Balance of HarmonyWuncommonThis scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.Source: Tales from the Yawning Portal, p. 228
Balloon PackWuncommonThis backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
Banner of the Krig RuneWrare (requires attunement)Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Bead of ForceWrare0.0625This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bead of NourishmentWcommonThis spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.Source: Xanathar's Guide to Everything, p. 136
Bead of RefreshmentWcommonThis spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.Source: Xanathar's Guide to Everything, p. 136
Belt of Cloud Giant StrengthWlegendary (requires attunement)While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27.Source: Dungeon Master's Guide p. 155
Belt of DwarvenkindWrare (requires attunement)While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20. • You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
Belt of Fire Giant StrengthWvery rare (requires attunement)While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.Source: Dungeon Master's Guide p. 155
Belt of Frost Giant StrengthWvery rare (requires attunement)While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.Source: Dungeon Master's Guide p. 155
Belt of Hill Giant StrengthWrare (requires attunement)While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.Source: Dungeon Master's Guide p. 155
Belt of Stone Giant StrengthWvery rare (requires attunement)While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.Source: Dungeon Master's Guide p. 155
Belt of Storm Giant StrengthWlegendary (requires attunement)While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.Source: Dungeon Master's Guide p. 155
Black Dragon MaskWlegendary (requires attunement)This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
Blod StoneWrare (requires attunement)This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.
This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
Blue Dragon MaskWlegendary (requires attunement)This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Book of Exalted DeedsWartifact (requires attunement by a creature of good alignment)5The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. A heavy clasp, wrought to look like angel wings,. keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Book of Vile DarknessWartifact (requires attunement)5The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.
Boots of ElvenkindWuncommonWhile you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.Source: Dungeon Master's Guide p. 155
Boots of False TracksWcommonOnly humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.Source: Xanathar's Guide to Everything, p. 136
Boots of LevitationWrare (requires attunement)While you wear these boots, you can use an action to cast the levitate spell on yourself at will.Source: Dungeon Master's Guide p. 155
Boots of SpeedWrare (requires attunement)While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Boots of Striding and SpringingWuncommon (requires attunement)While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.Source: Dungeon Master's Guide p. 156
Boots of the WinterlandsWuncommon (requires attunement)These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage. • You ignore difficult terrain created by ice or snow.
Bowl of Commanding Water ElementalsWrare3While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Bracelet of Rock MagicWvery rare, cursed (requires attunement)While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Bracers of ArcheryWuncommon (requires attunement)While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.Source: Dungeon Master's Guide p. 156
Bracers of DefenseWrare (requires attunement)While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.Source: Dungeon Master's Guide p. 156
Brazier of Commanding Fire ElementalsWrare5While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.
The brazier weighs 5 pounds.
Brooch of ShieldingWuncommon (requires attunement)While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.Source: Dungeon Master's Guide p. 156
Broom of FlyingWuncommon3This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Candle of InvocationWvery rare (requires attunement)This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.
d20 — Alignment:
Candle of the DeepWcommonThe flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.Source: Xanathar's Guide to Everything, p. 136
Cap of Water BreathingWuncommonWhile wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.Source: Dungeon Master's Guide p. 157
Cape of the MountebankWrareThis cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Carpet of Flying, 3 ft. x 5 ft.Wvery rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 3 ft.x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 4 ft. x 6 ft.Wvery rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft.x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 5 ft. x 7 ft.Wvery rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 5 ft.x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 6 ft. x 9 ft.Wvery rareYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 6 ft.x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Censer of Controlling Air ElementalsWrare1While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Charlatain's DieWcommon (requires attunement)Whenever you roll this six-sided die, you can control which number it rolls.Source: Xanathar's Guide to Everything, p. 136
Chime of OpeningWrare1This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Circlet of BlastingWuncommonWhile wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.Source: Dungeon Master's Guide p. 158
Claw of the Wyrm RuneWrare (requires attunement)This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
Claws of the Umber HulkWrareThese heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal) While wearing the claws, you can't manipulate objects or cast spells with somatic components
Cloak of ArachnidaWvery rare (requires attunement)This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have resistance to poison damage. • You have a climbing speed equal to your walking speed.
Cloak of BillowingWcommonWhile wearing this cloak, you can use a bonus action to make it billow dramatically.Source: Xanathar's Guide to Everything, p. 136
Cloak of DisplacementWrare (requires attunement)While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.Source: Dungeon Master's Guide p. 158
Cloak of ElvenkindWuncommon (requires attunement)While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.Source: Dungeon Master's Guide p. 158
Cloak of InvisibilityWlegendary (requires attunement)While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.Source: Dungeon Master's Guide p. 158
Cloak of Many FashionsWcommonWhile wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.Source: Xanathar's Guide to Everything, p. 136
Cloak of ProtectionWuncommon (requires attunement)You gain a +1 bonus to AC and saving throws while you wear this cloak.Source: Dungeon Master's Guide p. 159
Cloak of the BatWrare (requires attunement)While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Cloak of the Manta RayWuncommonWhile wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.Source: Dungeon Master's Guide p. 159
Clockwork AmuletWcommonThis copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Clothes of MendingWcommonThis elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.Source: Xanathar's Guide to Everything, p. 137
Conch of TeleportationWvery rare (requires attunement)This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Crystal BallWvery rare (requires attunement)3This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.Source: Dungeon Master's Guide p. 159
Crystal Ball of Mind ReadingWlegendary (requires attunement)3This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
Crystal Ball of TelepathyWlegendary (requires attunement)3This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
Crystal Ball of True SeeingWlegendary (requires attunement)3This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Cube of ForceWrare (requires attunement)This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Cubic GateWlegendaryThis cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Daern's Instant FortressWrareYou can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
Dark Shard AmuletWcommon (requires attunement by a warlock)This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells.
Decanter of Endless WaterWuncommon2This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water.
Deck of IllusionsWuncommonThis box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
Deck of Many ThingsWlegendaryUsually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Devastation Orb of AirWvery rareA devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Devastation Orb of EarthWvery rareA devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Devastation Orb of FireWvery rareA devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Devastation Orb of WaterWvery rareA devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Dimensional ShacklesWrareYou can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.
DraakhornWuniqueThe Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.
The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
Dread HelmWcommonThis fearsome steel helm makes your eyes glow red while you wear it.Source: Xanathar's Guide to Everything, p. 137
DriftglobeWuncommon1This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dust of DisappearanceWuncommonFound in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.Source: Dungeon Master's Guide p. 166
Dust of DrynessWuncommonThis small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Dust of Sneezing and ChokingWuncommonFound in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Eagle WhistleWrareWhile you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall.
The whistle has three uses. It regains expended uses daily at dawn.
Ear Horn of HearingWcommonWhile held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.Source: Xanathar's Guide to Everything, p. 137
Efreeti BottleWvery rare1This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics.
The first time the bottle is opened, the DM rolls to determine what happens.
Elemental Gem, Blue SapphireWuncommonThis gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.Source: Dungeon Master's Guide p. 167
Elemental Gem, EmeraldWuncommonThis gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.Source: Dungeon Master's Guide p. 167
Elemental Gem, Red CorundumWuncommonThis gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.Source: Dungeon Master's Guide p. 167
Elemental Gem, Yellow DiamondWuncommonThis gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.Source: Dungeon Master's Guide p. 167
Enduring SpellbookWcommonThis spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.Source: Xanathar's Guide to Everything, p. 137
Ersatz EyeWcommon (requires attunement)This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.Source: Xanathar's Guide to Everything, p. 137
Eversmoking BottleWuncommon1Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Eye of VecnaWartifact (requires attunement)Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
Eyes of CharmingWuncommon (requires attunement)These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.Source: Dungeon Master's Guide p. 168
Eyes of Minute SeeingWuncommonThese crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.Source: Dungeon Master's Guide p. 168
Eyes of the EagleWuncommon (requires attunement)These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.Source: Dungeon Master's Guide p. 168
Figurine of Wondrous Power, Bronze GriffonWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Ebony FlyWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Golden LionsWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Ivory GoatsWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Marble ElephantWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Obsidian SteedWvery rareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Onyx DogWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Serpentine OwlWrareA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Figurine of Wondrous Power, Silver RavenWuncommonA figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Folding BoatWrare4This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
Gauntlets of Ogre PowerWuncommon (requires attunement)Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.Source: Dungeon Master's Guide p. 171
Gavel of the Venn RuneWrare (requires attunement)This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
Gem of BrightnessWuncommon1This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gem of SeeingWrare (requires attunement)1This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ghost LanternWrare (requires attunement)A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
Gloves of Missile SnaringWuncommon (requires attunement)These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.Source: Dungeon Master's Guide p. 172
Gloves of Swimming and ClimbingWuncommon (requires attunement)While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.Source: Dungeon Master's Guide p. 172
Gloves of ThieveryWuncommonThese gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.Source: Dungeon Master's Guide p. 172
Goggles of NightWuncommonWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.Source: Dungeon Master's Guide p. 172
Green Dragon MaskWlegendary (requires attunement)This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties
Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Hand of VecnaWartifact (requires attunement)Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
Hat of DisguiseWuncommon (requires attunement)While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.Source: Dungeon Master's Guide p. 173
Hat of VerminWcommonThis hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.Source: Xanathar's Guide to Everything, p. 137
Hat of WizardryWcommon (requires attunement by a wizard)This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.Source: Xanathar's Guide to Everything, p. 137
Headband of IntellectWuncommon (requires attunement)Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.Source: Dungeon Master's Guide p. 173
Hell Hound CloakWrare, cursed (requires attunement)This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Helm of BrillianceWvery rare (requires attunement)This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it: • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
Helm of Comprehending LanguagesWuncommonWhile wearing this helm, you can use an action to cast the comprehend languages spell from it at will.Source: Dungeon Master's Guide p. 173
Helm of TelepathyWuncommon (requires attunement)While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Helm of TeleportationWrare (requires attunement)This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.Source: Dungeon Master's Guide p. 174
Heward's Handy HaversackWrare5This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Heward's Handy Spice PouchWcommonThis belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.Source: Xanathar's Guide to Everything, p. 137
Holy Symbol of RavenkindWlegendary (requires attunement by a cleric or paladin of good alignment)The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
Horn of BlastingWrare2You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Horn of Silent AlarmWcommonThis horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.Source: Xanathar's Guide to Everything, p. 137
Horn of Valhalla, BrassWrare2You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A brass horn summons 3d4+3 berserkers. To use the brass horn, you must be proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn of Valhalla, BronzeWvery rare2You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A bronze horn summons 4d4+4 berserkers. To use the bronze horn, you must be proficient with medium armor. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn of Valhalla, IronWlegendary2You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The iron horn summons 5d4+5 berserkers. To use the iron horn, you must be proficient with all martial weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn of Valhalla, SilverWrare2You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4+2 berserkers. The berserkers are friendly to you and your companions and follow your commands.
Horseshoes of a ZephyrWvery rareThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.Source: Dungeon Master's Guide p. 175
Horseshoes of SpeedWrareThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.Source: Dungeon Master's Guide p. 175
Icon of RavenloftWlegendary (requires attunement by a creature of good alignment)10The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
Infernal TackWlegendary (requires attunement by a creature of evil alignment)A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.Source: Mordenkainen's Tome of Foes, p. 167
Ingot of the Skold RuneWvery rare (requires attunement)This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.
Runic Shield: You have a + 1 bonus to AC.
Insignia of ClawsWuncommonThe jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Instrument of IllusionsWcommon (requires attunement)While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.Source: Xanathar's Guide to Everything, p. 137
Instrument of ScribingWcommon (requires attunement)This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn.Source: Xanathar's Guide to Everything, p. 138
Instrument of the Bards, Anstruth HarpWvery rare (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Canaith MandolinWrare (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Cli LyreWrare (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Doss LuteWuncommon (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Fochlucan BandoreWuncommon (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Mac-Fuirmidh CitternWuncommon (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Instrument of the Bards, Ollamh HarpWlegendary (requires attunement by a Bard)2An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus
Ioun Stone, AbsorptionWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, AgilityWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, AwarenessWrare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, FortitudeWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, Greater AbsorptionWlegendary (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, InsightWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, IntellectWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, LeadershipWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, MasteryWlegendary (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, ProtectionWrare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, RegenerationWlegendary (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, ReserveWrare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, StrengthWvery rare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone, SustenanceWrare (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Iron Bands of BilarroWrare1This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Iron FlaskWlegendary1This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.
Keoghtom's OintmentWuncommonThis glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease.
Lantern of RevealingWuncommon2While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Source: Dungeon Master's Guide p. 179
LoadstoneWrare, cursedThis stone is a large gem worth 150 gp.
Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Lock of TrickeryWcommonThis lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.Source: Xanathar's Guide to Everything, p. 138
Lost Crown of BesilmerWlegendary (requires attunement)This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
• You have resistance to psychic damage. • You have advantage on saving throws against effects that would charm you.
Mantle of Spell ResistanceWrare (requires attunement)You have advantage on saving throws against spells while you wear this cloak.Source: Dungeon Master's Guide p. 180
Manual of Bodily HealthWvery rare5This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 180
Manual of Clay GolemsWvery rare5This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Flesh GolemsWvery rare5This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Gainful ExerciseWvery rare5This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 180
Manual of Iron GolemsWvery rare5This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Quickness of ActionWvery rare5This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 181
Manual of Stone GolemsWvery rare5This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Mask of the BeastWuncommonThis wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.Source: Tomb of Annihilation, p. 207
Mask of the Dragon QueenWunique (requires attunement)Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
Medallion of ThoughtsWuncommon (requires attunement)1The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.Source: Dungeon Master's Guide p. 181
Mirror of Life TrappingWvery rare50When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.
Mirror of the PastWrare0.5The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.Source: Tales from the Yawning Portal, p. 228
Mystery KeyWcommonA question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.Source: Xanathar's Guide to Everything, p. 138
Navigation OrbWvery rare (requires attunement)A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.
As an action, you can cause one of the following effects to occur if you are touching the orb:
Necklace of AdaptationWuncommon (requires attunement)1While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).Source: Dungeon Master's Guide p. 182
Necklace of FireballsWrare1This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Necklace of Prayer BeadsWrare (requires attunement by a Cleric, Druid, or Paladin)1This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Night CallerWuncommonThis whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Nolzur's Marvelous PigmentsWvery rare1Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Opal of the Ild RuneWrare (requires attunement)This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Orb of DirectionWcommonWhile holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.Source: Xanathar's Guide to Everything, p. 138
Orb of DragonkindWartifact (requires attunement)Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.
As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
Orb of the Stein RuneWrare (requires attunement)This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.
Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Orb of TimeWcommonWhile holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.Source: Xanathar's Guide to Everything, p. 138
Pearl of PowerWuncommon (requires attunement by a Spellcaster)While the pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.Source: Dungeon Master's Guide p. 184
Pennant of the Vind RuneWvery rare (requires attunement)This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.
Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.
Perfume of BewitchingWcommonThis tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.Source: Xanathar's Guide to Everything, p. 138
Periapt of HealthWuncommon1You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.Source: Dungeon Master's Guide p. 184
Periapt of Proof Against PoisonWrare1This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.Source: Dungeon Master's Guide p. 184
Periapt of Wound ClosureWuncommon (requires attunement)1While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.Source: Dungeon Master's Guide p. 184
Pipe of Smoke MonstersWcommonWhile smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.Source: Xanathar's Guide to Everything, p. 138
Pipes of HauntingWuncommon2You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.Source: Dungeon Master's Guide p. 185
Pipes of the SewersWuncommon (requires attunement)2You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
PiwafwiWuncommon (requires attunement)This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption.Source: Out of the Abyss, p. 222
Piwafwi of Fire ResistanceWrare (requires attunement)This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.Source: Out of the Abyss, p. 222
Pole of AnglingWcommonWhile holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.Source: Xanathar's Guide to Everything, p. 138
Pole of CollapsingWcommonWhile holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.Source: Xanathar's Guide to Everything, p. 138
Portable HoleWrareThis fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
Pot of AwakeningWcommon10If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.Source: Xanathar's Guide to Everything, p. 138
Quaal's Feather Token, AnchorWrareThis tiny object looks like a feather.
Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Quaal's Feather Token, BirdWrareThis tiny object looks like a feather.
Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Quaal's Feather Token, FanWrareThis tiny object looks like a feather.
Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Quaal's Feather Token, Swan BoatWrareThis tiny object looks like a feather.
Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Quaal's Feather Token, TreeWrareThis tiny object looks like a feather.
Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Quaal's Feather Token, WhipWrareThis tiny object looks like a feather.
Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage.
Quiver of EhlonnaWuncommon2Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Red Dragon MaskWlegendary (requires attunement)This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Robe of EyesWrare (requires attunement)This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. • You have darkvision out to a range of 120 feet.
Robe of Scintillating ColorsWvery rare (requires attunement)This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.Source: Dungeon Master's Guide p. 194
Robe of SerpentsWuncommon (requires attunement)A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.
As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
Robe of StarsWvery rare (requires attunement)This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Robe of SummerWrare (requires attunement)This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.Source: Tales from the Yawning Portal, p. 229
Robe of the ArchmagiWlegendary (requires attunement by a Sorcerer, Warlock, or Wizard)This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
Robe of Useful ItemsWuncommonThis robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches: • Dagger
Rod of the VonindodWrare (requires attunement)The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Rope of ClimbingWuncommon3This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope of EntanglementWrare3This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrai ned.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope of MendingWcommonYou can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.Source: Xanathar's Guide to Everything, p. 138
Ruby of the War MageWcommon (requires attunement by a spellcaster)Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.Source: Xanathar's Guide to Everything, p. 138
Saddle of the CavalierWuncommonWhile in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.Source: Dungeon Master's Guide p. 199
Scarab of ProtectionWlegendary (requires attunement)If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells. • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Sending StonesWuncommonSending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Shard of the Ise RuneWvery rare (requires attunement)This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Slippers of Spider ClimbingWuncommon (requires attunement)While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.Source: Dungeon Master's Guide p. 200
Sovereign GlueWlegendaryThis viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Spell Gem, AmberWvery rare (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, BloodstoneWrare (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, DiamondWlegendary (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, JadeWvery rare (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, Lapis LazuliWuncommon (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, ObsidianWuncommon (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
An obsidian spell gem can store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, QuartzWrare (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, RubyWlegendary (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, Star RubyWlegendary (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Spell Gem, TopazWvery rare (Attunement Optional)A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10. You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Sphere of AnnihilationWlegendaryThis 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
Stone of Controlling Earth ElementalsWrare5If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.Source: Dungeon Master's Guide p. 205
Stone of Good LuckWuncommon (requires attunement)While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.Source: Dungeon Master's Guide p. 205
Stone of Ill LuckWuncommon, cursed (requires attunement)This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person.
Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
Stonespeaker CrystalWrare (requires attunement)Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
Talisman of Pure GoodWlegendary (requires attunement by a Creature of Good Alignment)1This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Talisman of the SphereWlegendary (requires attunement)1When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.Source: Dungeon Master's Guide p. 207
Talisman of Ultimate EvilWlegendary (requires attunement by a Creature of Evil Alignment)1This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Talking DollWcommon (requires attunement)While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.Source: Xanathar's Guide to Everything, p. 139
Tankard of SobrietyWcommonThis tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.Source: Xanathar's Guide to Everything, p. 139
Tome of Clear ThoughtWvery rare5This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 208
Tome of Leadership and InfluenceWvery rare5This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 208
Tome of the Stilled TongueWlegendary (requires attunement by a Wizard)5This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
Tome of UnderstandingWvery rare5This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.Source: Dungeon Master's Guide p. 209
Universal SolventWlegendaryThis tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.Source: Dungeon Master's Guide p. 209
Veteran's CaneWcommonWhen you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.Source: Xanathar's Guide to Everything, p. 139
Weird TankWrare (requires attunement)A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.
You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.
Well of Many WorldsWlegendaryThis fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
White Dragon MaskWlegendary (requires attunement)This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Wind FanWuncommonWhile holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.Source: Dungeon Master's Guide p. 213
Winged BootsWuncommon (requires attunement)While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Wings of FlyingWrare (requires attunement)While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.Source: Dungeon Master's Guide p. 214
WingwearWuncommon (requires attunement)This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Wyrmskull ThroneWartifactBuilt by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne's powers are activated.
After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership. Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
Wand of BindingWDrare (requires attunement by a Spellcaster)1This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Wand of ConductingWDcommon1This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.Source: Xanathar's Guide to Everything, p. 140
Wand of Enemy DetectionWDrare (requires attunement)1This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of EntangleWDuncommon (requires attunement by a spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of FearWDrare (requires attunement)1This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Wand of FireballsWDrare (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed
Wand of Lightning BoltsWDrare (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Magic DetectionWDuncommon1This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.Source: Dungeon Master's Guide p. 211
Wand of Magic MissilesWDuncommon1This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of OrcusWDartifact (requires attunement)4The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Wand of ParalysisWDrare (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of PolymorphWDvery rare (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of PyrotechnicsWDcommon1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.Source: Xanathar's Guide to Everything, p. 140
Wand of ScowlsWDcommon1This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.Source: Xanathar's Guide to Everything, p. 140
Wand of SecretsWDuncommon1The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.Source: Dungeon Master's Guide p. 211
Wand of SmilesWDcommon1This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.Source: Xanathar's Guide to Everything, p. 140
Wand of the War Mage, +1WDuncommon (requires attunement by a Spellcaster)1While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.Source: Dungeon Master's Guide p. 212
Wand of the War Mage, +2WDrare (requires attunement by a Spellcaster)1While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.Source: Dungeon Master's Guide p. 212
Wand of the War Mage, +3WDvery rare (requires attunement by a Spellcaster)1While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.Source: Dungeon Master's Guide p. 212
Wand of Viscid GlobsWDrare (requires attunement)1Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
Wand of WebWDuncommon (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of WinterWDrare (requires attunement)1This wand looks and feels like an icicle. You must be attuned to the want to use it.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Wand of WonderWDrare (requires attunement by a Spellcaster)1This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
Bullets +1 (Modern)Auncommon0.1The ammunition of a firearm is destroyed upon use. Modern firearms use bullets.
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.
Bullets +2 (Modern)Arare0.1The ammunition of a firearm is destroyed upon use. Modern firearms use bullets.
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.
Bullets +3 (Modern)Avery rare0.1The ammunition of a firearm is destroyed upon use. Modern firearms use bullets.
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.
Bullets of Slaying (Modern)Avery rare0.1The ammunition of a firearm is destroyed upon use. Modern firearms use bullets.
A bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Forced Entry Unit +1HArare20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have a +1 bonus to AC while wearing this armor.
Forced Entry Unit +2HAvery rare20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have a +2 bonus to AC while wearing this armor.
Forced Entry Unit +3HAlegendary20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have a +3 bonus to AC while wearing this armor.
Forced Entry Unit of Acid ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to acid damage while you wear this armor.
Forced Entry Unit of Cold ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to cold damage while you wear this armor.
Forced Entry Unit of Fire ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to fire damage while you wear this armor.
Forced Entry Unit of Force ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to force damage while you wear this armor.
Forced Entry Unit of Lightning ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to lightning damage while you wear this armor.
Forced Entry Unit of Necrotic ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to necrotic damage while you wear this armor.
Forced Entry Unit of Poison ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to poison damage while you wear this armor.
Forced Entry Unit of Psychic ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to psychic damage while you wear this armor.
Forced Entry Unit of Radiant ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to radiant damage while you wear this armor.
Forced Entry Unit of Thunder ResistanceHArare (requires attunement)20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
You have resistance to thunder damage while you wear this armor.
Land Warrior Armor +1HArare10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have a +1 bonus to AC while wearing this armor.
Land Warrior Armor +2HAvery rare10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have a +2 bonus to AC while wearing this armor.
Land Warrior Armor +3HAlegendary10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have a +3 bonus to AC while wearing this armor.
Land Warrior Armor of Acid ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to acid damage while you wear this armor.
Land Warrior Armor of Cold ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to cold damage while you wear this armor.
Land Warrior Armor of Fire ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to fire damage while you wear this armor.
Land Warrior Armor of Force ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to force damage while you wear this armor.
Land Warrior Armor of Lightning ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to lightning damage while you wear this armor.
Land Warrior Armor of Necrotic ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to necrotic damage while you wear this armor.
Land Warrior Armor of Poison ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to poison damage while you wear this armor.
Land Warrior Armor of Psychic ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to psychic damage while you wear this armor.
Land Warrior Armor of Radiant ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to radiant damage while you wear this armor.
Land Warrior Armor of Thunder ResistanceHArare (requires attunement)10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
You have resistance to thunder damage while you wear this armor.
Mariner's Forced Entry UnitHAuncommon20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.
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.
Mariner's Land Warrior ArmorHAuncommon10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.
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.
Mariner's Special Response VestHAuncommon15A special response vest is modern armor. It provides resistance to ballistic damage.
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.
Special Response Vest +1HArare15A special response vest is modern armor. It provides resistance to ballistic damage.
You have a +1 bonus to AC while wearing this armor.
Special Response Vest +2HAvery rare15A special response vest is modern armor. It provides resistance to ballistic damage.
You have a +2 bonus to AC while wearing this armor.
Special Response Vest +3HAlegendary15A special response vest is modern armor. It provides resistance to ballistic damage.
You have a +3 bonus to AC while wearing this armor.
Special Response Vest of Acid ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to acid damage while you wear this armor.
Special Response Vest of Cold ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to cold damage while you wear this armor.
Special Response Vest of Fire ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to fire damage while you wear this armor.
Special Response Vest of Force ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to force damage while you wear this armor.
Special Response Vest of Lightning ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to lightning damage while you wear this armor.
Special Response Vest of Necrotic ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to necrotic damage while you wear this armor.
Special Response Vest of Poison ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to poison damage while you wear this armor.
Special Response Vest of Psychic ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to psychic damage while you wear this armor.
Special Response Vest of Radiant ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to radiant damage while you wear this armor.
Special Response Vest of Thunder ResistanceHArare (requires attunement)15A special response vest is modern armor. It provides resistance to ballistic damage.
You have resistance to thunder damage while you wear this armor.
Heavy Coat +1LArare6A heavy coat is modern armor.
You have a +1 bonus to AC while wearing this armor.
Heavy Coat +2LAvery rare6A heavy coat is modern armor.
You have a +2 bonus to AC while wearing this armor.
Heavy Coat +3LAlegendary6A heavy coat is modern armor.
You have a +3 bonus to AC while wearing this armor.
Heavy Coat of Acid ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to acid damage while you wear this armor.
Heavy Coat of Cold ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to cold damage while you wear this armor.
Heavy Coat of Fire ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to fire damage while you wear this armor.
Heavy Coat of Force ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to force damage while you wear this armor.
Heavy Coat of Lightning ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to lightning damage while you wear this armor.
Heavy Coat of Necrotic ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to necrotic damage while you wear this armor.
Heavy Coat of Poison ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to poison damage while you wear this armor.
Heavy Coat of Psychic ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to psychic damage while you wear this armor.
Heavy Coat of Radiant ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to radiant damage while you wear this armor.
Heavy Coat of Thunder ResistanceLArare (requires attunement)6A heavy coat is modern armor.
You have resistance to thunder damage while you wear this armor.
Kevlar-Lined Coat +1LArare8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have a +1 bonus to AC while wearing this armor.
Kevlar-Lined Coat +2LAvery rare8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have a +2 bonus to AC while wearing this armor.
Kevlar-Lined Coat +3LAlegendary8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have a +3 bonus to AC while wearing this armor.
Kevlar-Lined Coat of Acid ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to acid damage while you wear this armor.
Kevlar-Lined Coat of Cold ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to cold damage while you wear this armor.
Kevlar-Lined Coat of Fire ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to fire damage while you wear this armor.
Kevlar-Lined Coat of Force ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to force damage while you wear this armor.
Kevlar-Lined Coat of Lightning ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to lightning damage while you wear this armor.
Kevlar-Lined Coat of Necrotic ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to necrotic damage while you wear this armor.
Kevlar-Lined Coat of Poison ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to poison damage while you wear this armor.
Kevlar-Lined Coat of Psychic ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to psychic damage while you wear this armor.
Kevlar-Lined Coat of Radiant ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to radiant damage while you wear this armor.
Kevlar-Lined Coat of Thunder ResistanceLArare (requires attunement)8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to thunder damage while you wear this armor.
Leather Jacket +1LArare4A leather jacket is modern armor.
You have a +1 bonus to AC while wearing this armor.
Leather Jacket +2LAvery rare4A leather jacket is modern armor.
You have a +2 bonus to AC while wearing this armor.
Leather Jacket +3LAlegendary4A leather jacket is modern armor.
You have a +3 bonus to AC while wearing this armor.
Leather Jacket of Acid ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to acid damage while you wear this armor.
Leather Jacket of Cold ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to cold damage while you wear this armor.
Leather Jacket of Fire ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to fire damage while you wear this armor.
Leather Jacket of Force ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to force damage while you wear this armor.
Leather Jacket of Lightning ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to lightning damage while you wear this armor.
Leather Jacket of Necrotic ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to necrotic damage while you wear this armor.
Leather Jacket of Poison ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to poison damage while you wear this armor.
Leather Jacket of Psychic ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to psychic damage while you wear this armor.
Leather Jacket of Radiant ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to radiant damage while you wear this armor.
Leather Jacket of Thunder ResistanceLArare (requires attunement)4A leather jacket is modern armor.
You have resistance to thunder damage while you wear this armor.
Light Undercover Shirt +1LArare2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have a +1 bonus to AC while wearing this armor.
Light Undercover Shirt +2LAvery rare2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have a +2 bonus to AC while wearing this armor.
Light Undercover Shirt +3LAlegendary2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have a +3 bonus to AC while wearing this armor.
Light Undercover Shirt of Acid ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to acid damage while you wear this armor.
Light Undercover Shirt of Cold ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to cold damage while you wear this armor.
Light Undercover Shirt of Fire ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to fire damage while you wear this armor.
Light Undercover Shirt of Force ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to force damage while you wear this armor.
Light Undercover Shirt of Lightning ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to lightning damage while you wear this armor.
Light Undercover Shirt of Necrotic ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to necrotic damage while you wear this armor.
Light Undercover Shirt of Poison ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to poison damage while you wear this armor.
Light Undercover Shirt of Psychic ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to psychic damage while you wear this armor.
Light Undercover Shirt of Radiant ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to radiant damage while you wear this armor.
Light Undercover Shirt of Thunder ResistanceLArare (requires attunement)2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to thunder damage while you wear this armor.
Mariner's Heavy CoatLAuncommon6A heavy coat is modern 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.
Mariner's Kevlar-Lined CoatLAuncommon8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.
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.
Mariner's Leather JacketLAuncommon4A leather jacket is modern 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.
Mariner's Light Undercover ShirtLAuncommon2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.
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.
Mariner's Undercover VestLAuncommon3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
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.
Undercover Vest +1LArare3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have a +1 bonus to AC while wearing this armor.
Undercover Vest +2LAvery rare3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have a +2 bonus to AC while wearing this armor.
Undercover Vest +3LAlegendary3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have a +3 bonus to AC while wearing this armor.
Undercover Vest of Acid ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to acid damage while you wear this armor.
Undercover Vest of Cold ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to cold damage while you wear this armor.
Undercover Vest of Fire ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to fire damage while you wear this armor.
Undercover Vest of Force ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to force damage while you wear this armor.
Undercover Vest of Lightning ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to lightning damage while you wear this armor.
Undercover Vest of Necrotic ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to necrotic damage while you wear this armor.
Undercover Vest of Poison ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to poison damage while you wear this armor.
Undercover Vest of Psychic ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to psychic damage while you wear this armor.
Undercover Vest of Radiant ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to radiant damage while you wear this armor.
Undercover Vest of Thunder ResistanceLArare (requires attunement)3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.
You have resistance to thunder damage while you wear this armor.
Concealable Vest +1MArare4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have a +1 bonus to AC while wearing this armor.
Concealable Vest +2MAvery rare4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have a +2 bonus to AC while wearing this armor.
Concealable Vest +3MAlegendary4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have a +3 bonus to AC while wearing this armor.
Concealable Vest of Acid ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to acid damage while you wear this armor.
Concealable Vest of Cold ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to cold damage while you wear this armor.
Concealable Vest of Fire ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to fire damage while you wear this armor.
Concealable Vest of Force ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to force damage while you wear this armor.
Concealable Vest of Lightning ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to lightning damage while you wear this armor.
Concealable Vest of Necrotic ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to necrotic damage while you wear this armor.
Concealable Vest of Poison ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to poison damage while you wear this armor.
Concealable Vest of Psychic ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to psychic damage while you wear this armor.
Concealable Vest of Radiant ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to radiant damage while you wear this armor.
Concealable Vest of Thunder ResistanceMArare (requires attunement)4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
You have resistance to thunder damage while you wear this armor.
Light-Duty Vest +1MArare8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have a +1 bonus to AC while wearing this armor.
Light-Duty Vest +2MAvery rare8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have a +2 bonus to AC while wearing this armor.
Light-Duty Vest +3MAlegendary8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have a +3 bonus to AC while wearing this armor.
Light-Duty Vest of Acid ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to acid damage while you wear this armor.
Light-Duty Vest of Cold ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to cold damage while you wear this armor.
Light-Duty Vest of Fire ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to fire damage while you wear this armor.
Light-Duty Vest of Force ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to force damage while you wear this armor.
Light-Duty Vest of Lightning ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to lightning damage while you wear this armor.
Light-Duty Vest of Necrotic ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to necrotic damage while you wear this armor.
Light-Duty Vest of Poison ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to poison damage while you wear this armor.
Light-Duty Vest of Psychic ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to psychic damage while you wear this armor.
Light-Duty Vest of Radiant ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to radiant damage while you wear this armor.
Light-Duty Vest of Thunder ResistanceMArare (requires attunement)8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
You have resistance to thunder damage while you wear this armor.
Mariner's Concealable VestMAuncommon4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.
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.
Mariner's Light-Duty VestMAuncommon8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.
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.
Mariner's Tactical VestMAuncommon10A tactical vest is modern armor. It provides resistance to ballistic damage.
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.
Tactical Vest +1MArare10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have a +1 bonus to AC while wearing this armor.
Tactical Vest +2MAvery rare10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have a +2 bonus to AC while wearing this armor.
Tactical Vest +3MAlegendary10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have a +3 bonus to AC while wearing this armor.
Tactical Vest of Acid ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to acid damage while you wear this armor.
Tactical Vest of Cold ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to cold damage while you wear this armor.
Tactical Vest of Fire ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to fire damage while you wear this armor.
Tactical Vest of Force ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to force damage while you wear this armor.
Tactical Vest of Lightning ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to lightning damage while you wear this armor.
Tactical Vest of Necrotic ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to necrotic damage while you wear this armor.
Tactical Vest of Poison ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to poison damage while you wear this armor.
Tactical Vest of Psychic ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to psychic damage while you wear this armor.
Tactical Vest of Radiant ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to radiant damage while you wear this armor.
Tactical Vest of Thunder ResistanceMArare (requires attunement)10A tactical vest is modern armor. It provides resistance to ballistic damage.
You have resistance to thunder damage while you wear this armor.
Automatic Pistol +1Runcommon3An automatic pistol is a modern-era firearm.
You have a +1 bonus to attack and damage rolls made with this weapon.
Automatic Pistol +2Rrare3An automatic pistol is a modern-era firearm.
You have a +2 bonus to attack and damage rolls made with this weapon.
Automatic Pistol +3Rvery rare3An automatic pistol is a modern-era firearm.
You have a +3 bonus to attack and damage rolls made with this weapon.
Automatic Pistol of WarningRuncommon (requires attunement)3An automatic pistol is a modern-era firearm.
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.
Automatic Rifle +1Runcommon8An automatic rifle is a modern-era firearm.
You have a +1 bonus to attack and damage rolls made with this weapon.
Automatic Rifle +2Rrare8An automatic rifle is a modern-era firearm.
You have a +2 bonus to attack and damage rolls made with this weapon.
Automatic Rifle +3Rvery rare8An automatic rifle is a modern-era firearm.
You have a +3 bonus to attack and damage rolls made with this weapon.
Automatic Rifle of WarningRuncommon (requires attunement)8An automatic rifle is a modern-era firearm.
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.
Hunting Rifle +1Runcommon8A hunting rifle is a modern-era firearm.
You have a +1 bonus to attack and damage rolls made with this weapon.
Hunting Rifle +2Rrare8A hunting rifle is a modern-era firearm.
You have a +2 bonus to attack and damage rolls made with this weapon.
Hunting Rifle +3Rvery rare8A hunting rifle is a modern-era firearm.
You have a +3 bonus to attack and damage rolls made with this weapon.
Hunting Rifle of WarningRuncommon (requires attunement)8A hunting rifle is a modern-era firearm.
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.
Revolver +1Runcommon3A revolver is a modern-era firearm.
You have a +1 bonus to attack and damage rolls made with this weapon.
Revolver +2Rrare3A revolver is a modern-era firearm.
You have a +2 bonus to attack and damage rolls made with this weapon.
Revolver +3Rvery rare3A revolver is a modern-era firearm.
You have a +3 bonus to attack and damage rolls made with this weapon.
Revolver of WarningRuncommon (requires attunement)3A revolver is a modern-era firearm.
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.
Shotgun +1Runcommon7A shotgun is a modern-era firearm.
You have a +1 bonus to attack and damage rolls made with this weapon.
Shotgun +2Rrare7A shotgun is a modern-era firearm.
You have a +2 bonus to attack and damage rolls made with this weapon.
Shotgun +3Rvery rare7A shotgun is a modern-era firearm.
You have a +3 bonus to attack and damage rolls made with this weapon.
Shotgun of WarningRuncommon (requires attunement)7A shotgun is a modern-era firearm.
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.
Vicious Automatic PistolRrare3An automatic pistol is a modern-era firearm.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Vicious Automatic RifleRrare8An automatic rifle is a modern-era firearm.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Vicious Hunting RifleRrare8A hunting rifle is a modern-era firearm.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Vicious RevolverRrare3A revolver is a modern-era firearm.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Vicious ShotgunRrare7A shotgun is a modern-era firearm.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Thunder Cannon Bullet of SlayingAvery rareA bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
Thunder Cannon Bullets +1AuncommonYou have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
Thunder Cannon Bullets +2ArareYou have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
Thunder Cannon Bullets +3Avery rareYou have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
Alchemist's SatchelGAn Alchemist’s Satchel is a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options. After you use one of those options, the bag reclaims the materials.
If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.
Thunder Cannon +1RuncommonA Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.
You have a +1 bonus to attack and damage rolls made with this weapon.
Thunder Cannon +2RrareA Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.
You have a +2 bonus to attack and damage rolls made with this weapon.
Thunder Cannon +3Rvery rareA Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.
You have a +3 bonus to attack and damage rolls made with this weapon.
Thunder Cannon of WarningRuncommon (requires attunement)A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Vicious Thunder CannonRrareA Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 piercing damage.
Master Rune: Opal of the Ild RuneWrare (requires attunement)This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune - the rune of fire - shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow.
Ignite: (Simple Property) As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. Fire Tamer: (Simple Property) As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10_foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot.
Master Rune: Orb of the Stein RuneWrare (requires attunement)This spherical chunk of granite is about the size of a human fist. The stein rune — the rune of stone — appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease.
Indomitable Stand: (Simple Property) As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. Stone Soul: (Simple Property) While you are attuned to this rune, you cannot be petrified.
Master Rune: Pennant of the Vind RuneWrare (requires attunement)This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune — the rune of wind — flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment.
Comforting Wind: (Simple Property) While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. Wind Step: (Simple Property) As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.
Master Rune: Shard of the Kalt RuneWrare (requires attunement)This long, slender shard of ice is roughly the size of a dagger. The kalt rune — the rune of ice — glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally.
Frigid Touch: (Simple Property) As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. Frost Friend: (Simple Property) While you are attuned to this rune, you have resistance to fire damage.
Armblade BattleaxeMcommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Armblade Battleaxe +1Muncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Battleaxe +2Mrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Battleaxe +3Mvery rare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Battleaxe of WarningMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Berserker BattleaxeMrare, cursed (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Berserker HandaxeMrare, cursed (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade ClubMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Armblade Club +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Club +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Club +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Club of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade DaggerMcommon (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Armblade Dagger +1Muncommon (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Dagger +2Mrare (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Dagger +3Mvery rare (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Dagger of VenomMrare (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Dagger of WarningMuncommon (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Dancing LongswordMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Dancing RapierMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Dancing ScimitarMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Dancing ShortswordMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Defender LongswordMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Armblade Defender RapierMlegendary (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Armblade Defender ScimitarMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Armblade Defender ShortswordMlegendary (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Armblade Dragon Slayer LongswordMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Dragon Slayer RapierMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Dragon Slayer ScimitarMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Dragon Slayer ShortswordMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade FlailMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.Proficiency: martial, flail
Armblade Flail +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Flail +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Flail +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Flail of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Flame Tongue LongswordMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Armblade Flame Tongue RapierMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Armblade Flame Tongue ScimitarMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Armblade Flame Tongue ShortswordMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Armblade Frost Brand LongswordMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Frost Brand RapierMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Frost Brand ScimitarMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Frost Brand ShortswordMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Giant Slayer BattleaxeMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Giant Slayer HandaxeMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Giant Slayer LongswordMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Giant Slayer RapierMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Giant Slayer ScimitarMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Giant Slayer ShortswordMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade HandaxeMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Armblade Handaxe +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Handaxe +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Handaxe +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Handaxe of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Holy Avenger LongswordMlegendary (requires attunement by a warforged paladin)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Holy Avenger RapierMlegendary (requires attunement by a warforged paladin)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Holy Avenger ScimitarMlegendary (requires attunement by a warforged paladin)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Holy Avenger ShortswordMlegendary (requires attunement by a warforged paladin)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade JavelinMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Armblade Javelin +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Javelin +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Javelin +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Javelin of BackbitingMvery rare, cursed (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Armblade Javelin of LightningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
Armblade Javelin of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade LanceMcommon (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Armblade Lance +1Muncommon (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Lance +2Mrare (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Lance +3Mvery rare (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Lance of WarningMuncommon (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Light HammerMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Armblade Light Hammer +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Light Hammer +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Light Hammer +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Light Hammer of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade LongswordMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Armblade Longsword +1Muncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Longsword +2Mrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Longsword +3Mvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Longsword of Life StealingMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Longsword of SharpnessMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Armblade Longsword of VengeanceMuncommon, cursed (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Longsword of WarningMuncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Longsword of WoundingMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Luck Blade LongswordMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Luck Blade RapierMlegendary (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Luck Blade ScimitarMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Luck Blade ShortswordMlegendary (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade MaceMcommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.Proficiency: simple, mace
Armblade Mace +1Muncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Mace +2Mrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Mace +3Mvery rare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Mace of DisruptionMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
Armblade Mace of SmitingMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
Armblade Mace of TerrorMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Armblade Mace of WarningMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Moon-Touched LongswordMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Moon-Touched RapierMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Moon-Touched ScimitarMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Moon-Touched ShortswordMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade MorningstarMcommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.Proficiency: martial, morningstar
Armblade Morningstar +1Muncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Morningstar +2Mrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Morningstar +3Mvery rare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Morningstar of WarningMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Nine Lives Stealer LongswordMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Armblade Nine Lives Stealer RapierMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Armblade Nine Lives Stealer ScimitarMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Armblade Nine Lives Stealer ShortswordMvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Armblade QuarterstaffMcommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Armblade Quarterstaff +1Muncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Quarterstaff +2Mrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Quarterstaff +3Mvery rare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Quarterstaff of WarningMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade RapierMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Armblade Rapier +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Rapier +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Rapier +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Rapier of Life StealingMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Rapier of VengeanceMuncommon, cursed (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Rapier of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Rapier of WoundingMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade ScimitarMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Armblade Scimitar +1Muncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Scimitar +2Mrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Scimitar +3Mvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Scimitar of Life StealingMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Scimitar of SharpnessMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Armblade Scimitar of SpeedMvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Armblade Scimitar of VengeanceMuncommon, cursed (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Scimitar of WarningMuncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Scimitar of WoundingMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade ShortswordMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Armblade Shortsword +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Shortsword +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Shortsword +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Shortsword of Life StealingMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Shortsword of VengeanceMuncommon, cursed (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Armblade Shortsword of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Shortsword of WoundingMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade SickleMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Armblade Sickle +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Sickle +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Sickle +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Sickle of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade SpearMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Armblade Spear +1Muncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Spear +2Mrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Spear +3Mvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Spear of BackbitingMvery rare, cursed (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Armblade Spear of WarningMuncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Sun BladeMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
Armblade Sword of Answering (Answerer)Mlegendary (requires attunement by a Chaotic Good warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Back Talker)Mlegendary (requires attunement by a Chaotic Evil warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Concluder)Mlegendary (requires attunement by a Lawful Neutral warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Last Quip)Mlegendary (requires attunement by a Chaotic Neutral warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Rebutter)Mlegendary (requires attunement by a Neutral Good warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Replier)Mlegendary (requires attunement by a Neutral warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Retorter)Mlegendary (requires attunement by a Lawful Good warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Scather)Mlegendary (requires attunement by a Lawful Evil warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade Sword of Answering (Squelcher)Mlegendary (requires attunement by a Neutral Evil warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Armblade TridentMcommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Armblade Trident +1Muncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Trident +2Mrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Trident +3Mvery rare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Trident of Fish CommandMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Armblade Trident of WarningMuncommon (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade Vicious BattleaxeMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vicious ClubMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious DaggerMrare (requires attunement by a warforged)1An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious FlailMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious HandaxeMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vicious JavelinMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious LanceMrare (requires attunement by a warforged)6An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious Light HammerMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious LongswordMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vicious MaceMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious MorningstarMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious QuarterstaffMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious RapierMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious ScimitarMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vicious ShortswordMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious SickleMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vicious SpearMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious TridentMrare (requires attunement by a warforged)4An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious War PickMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
Armblade Vicious WarhammerMrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.
Armblade Vicious WhipMrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.
Armblade Vorpal LongswordMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Armblade Vorpal ScimitarMlegendary (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Armblade War PickMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.Proficiency: martial, war pick
Armblade War Pick +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade War Pick +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade War Pick +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade War Pick of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade WarhammerMcommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Armblade Warhammer +1Muncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Warhammer +2Mrare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Warhammer +3Mvery rare (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Warhammer of WarningMuncommon (requires attunement by a warforged)2An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Armblade WhipMcommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Armblade Whip +1Muncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +1 bonus to attack and damage rolls made with this weapon.
Armblade Whip +2Mrare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +2 bonus to attack and damage rolls made with this weapon.
Armblade Whip +3Mvery rare (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
You have a +3 bonus to attack and damage rolls made with this weapon.
Armblade Whip of WarningMuncommon (requires attunement by a warforged)3An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade.
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.
Dancing Double-Bladed ScimitarMvery rare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Defender Double-Bladed ScimitarMlegendary (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar +1Muncommon6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar +2Mrare6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar +3Mvery rare6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar of Life StealingMrare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar of SharpnessMvery rare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar of VengeanceMuncommon, cursed (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar of WarningMuncommon (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Double-Bladed Scimitar of WoundingMrare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Dragon Slayer Double-Bladed ScimitarMrare6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Flame Tongue Double-Bladed ScimitarMrare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Frost Brand Double-Bladed ScimitarMvery rare (requires attunement)6The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
Giant Slayer Double-Bladed ScimitarMrare6The double scimitar is the signature weapon of Valenar elves. A haft