Backgrounds Feats Races Spell Mundane Items Magic Items Items Monsters
NameTypeWeightInfo
Adamantine Chain MailHA55Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Plate ArmorHA65Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Ring MailHA40Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Splint ArmorHA60Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Chain Mail of Acid ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Chain Mail of Cold ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Chain Mail of Fire ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Chain Mail of Force ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Chain Mail of Lightning ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Chain Mail of Necrotic ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Chain Mail of Poison ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Chain Mail of Psychic ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Chain Mail of Radiant ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Chain Mail of Thunder ResistanceHA55Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Mariner's Chain MailHA55Rarity: Uncommon
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 Plate ArmorHA65Rarity: Uncommon
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 Ring MailHA40Rarity: Uncommon
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 Splint ArmorHA60Rarity: Uncommon
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.
Mithral Chain MailHA55Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Plate ArmorHA65Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Ring MailHA40Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Splint ArmorHA60Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate Armor of Acid ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Plate Armor of Cold ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Plate Armor of Fire ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Plate Armor of Force ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Plate Armor of Lightning ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Plate Armor of Necrotic ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Plate Armor of Poison ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Plate Armor of Psychic ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Plate Armor of Radiant ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Plate Armor of Thunder ResistanceHA65Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Ring Mail of Acid ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Ring Mail of Cold ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Ring Mail of Fire ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Ring Mail of Force ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Ring Mail of Lightning ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Ring Mail of Necrotic ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Ring Mail of Poison ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Ring Mail of Psychic ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Ring Mail of Radiant ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Ring Mail of Thunder ResistanceHA40Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Splint Armor of Acid ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Splint Armor of Cold ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Splint Armor of Fire ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Splint Armor of Force ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Splint Armor of Lightning ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Splint Armor of Necrotic ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Splint Armor of Poison ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Splint Armor of Psychic ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Splint Armor of Radiant ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Splint Armor of Thunder ResistanceHA60Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Leather Armor of Acid ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Leather Armor of Cold ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Leather Armor of Fire ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Leather Armor of Force ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Leather Armor of Lightning ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Leather Armor of Necrotic ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Leather Armor of Poison ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Leather Armor of Psychic ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Leather Armor of Radiant ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Leather Armor of Thunder ResistanceLA10Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Mariner's Leather ArmorLA10Rarity: Uncommon
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 Padded ArmorLA8Rarity: Uncommon
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 Studded Leather ArmorLA13Rarity: Uncommon
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.
Padded Armor of Acid ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Padded Armor of Cold ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Padded Armor of Fire ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Padded Armor of Force ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Padded Armor of Lightning ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Padded Armor of Necrotic ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Padded Armor of Poison ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Padded Armor of Psychic ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Padded Armor of Radiant ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Padded Armor of Thunder ResistanceLA8Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Studded Leather Armor of Acid ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Studded Leather Armor of Cold ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Studded Leather Armor of Fire ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Studded Leather Armor of Force ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Studded Leather Armor of Lightning ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Studded Leather Armor of Necrotic ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Studded Leather Armor of Poison ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Studded Leather Armor of Psychic ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Studded Leather Armor of Radiant ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Studded Leather Armor of Thunder ResistanceLA13Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Battleaxe of WarningM4Rarity: Uncommon
Requires Attunement 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.
Club of WarningM2Rarity: Uncommon
Requires Attunement 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.
Dagger of WarningM1Rarity: Uncommon
Requires Attunement 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.
Flail of WarningM2Rarity: Uncommon
Requires Attunement 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.
Glaive of WarningM6Rarity: Uncommon
Requires Attunement 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.
Greataxe of WarningM7Rarity: Uncommon
Requires Attunement 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.
Greatclub of WarningM10Rarity: Uncommon
Requires Attunement 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.
Greatsword of WarningM6Rarity: Uncommon
Requires Attunement 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.
Halberd of WarningM6Rarity: Uncommon
Requires Attunement 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.
Handaxe of WarningM2Rarity: Uncommon
Requires Attunement 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.
Javelin of WarningM2Rarity: Uncommon
Requires Attunement 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.
Lance of WarningM6Rarity: Uncommon
Requires Attunement This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light Hammer of WarningM2Rarity: Uncommon
Requires Attunement 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.
Longsword of WarningM3Rarity: Uncommon
Requires Attunement 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.
Mace of WarningM4Rarity: Uncommon
Requires Attunement 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.
Maul of WarningM10Rarity: Uncommon
Requires Attunement 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.
Morningstar of WarningM4Rarity: Uncommon
Requires Attunement 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.
Pike of WarningM18Rarity: Uncommon
Requires Attunement 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.
Quarterstaff of WarningM4Rarity: Uncommon
Requires Attunement 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.
Rapier of WarningM2Rarity: Uncommon
Requires Attunement 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.
Scimitar of WarningM3Rarity: Uncommon
Requires Attunement 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.
Shortsword of WarningM2Rarity: Uncommon
Requires Attunement 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.
Sickle of WarningM2Rarity: Uncommon
Requires Attunement 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.
Spear of WarningM3Rarity: Uncommon
Requires Attunement 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.
Trident of WarningM4Rarity: Uncommon
Requires Attunement 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 BattleaxeM4Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious ClubM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious DaggerM1Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious FlailM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious GlaiveM6Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious GreataxeM7Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious GreatclubM10Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious GreatswordM6Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious HalberdM6Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious HandaxeM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious JavelinM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious LanceM6Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious Light HammerM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious LongswordM3Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious MaceM4Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious MaulM10Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious MorningstarM4Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious PikeM18Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious QuarterstaffM4Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious RapierM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious ScimitarM3Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious ShortswordM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious SickleM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Vicious SpearM3Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious TridentM4Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious War PickM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious WarhammerM2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Vicious WhipM3Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
War Pick of WarningM2Rarity: Uncommon
Requires Attunement 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.
Warhammer of WarningM2Rarity: Uncommon
Requires Attunement 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.
Whip of WarningM3Rarity: Uncommon
Requires Attunement 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.
Adamantine BreastplateMA20Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Chain ShirtMA20Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Half Plate ArmorMA40Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Adamantine Scale MailMA45Rarity: Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Black Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Blue Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Brass Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Breastplate of Acid ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Breastplate of Cold ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Breastplate of Fire ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Breastplate of Force ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Breastplate of Lightning ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Breastplate of Necrotic ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Breastplate of Poison ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Breastplate of Psychic ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Breastplate of Radiant ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Breastplate of Thunder ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Bronze Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Chain Shirt of Acid ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Chain Shirt of Cold ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Chain Shirt of Fire ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Chain Shirt of Force ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Chain Shirt of Lightning ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Chain Shirt of Necrotic ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Chain Shirt of Poison ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Chain Shirt of Psychic ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Chain Shirt of Radiant ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Chain Shirt of Thunder ResistanceMA20Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Copper Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Gold Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Green Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.
Half Plate Armor of Acid ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Half Plate Armor of Cold ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Half Plate Armor of Fire ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Half Plate Armor of Force ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Half Plate Armor of Lightning ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Half Plate Armor of Necrotic ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Half Plate Armor of Poison ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Half Plate Armor of Psychic ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Half Plate Armor of Radiant ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Half Plate Armor of Thunder ResistanceMA40Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Hide Armor of Acid ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Hide Armor of Cold ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Hide Armor of Fire ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Hide Armor of Force ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Hide Armor of Lightning ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Hide Armor of Necrotic ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Hide Armor of Poison ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Hide Armor of Psychic ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Hide Armor of Radiant ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Hide Armor of Thunder ResistanceMA12Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Mariner's BreastplateMA20Rarity: Uncommon
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 Chain ShirtMA20Rarity: Uncommon
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 Half Plate ArmorMA40Rarity: Uncommon
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 Hide ArmorMA12Rarity: Uncommon
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 Scale MailMA45Rarity: Uncommon
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.
Mithral BreastplateMA20Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Chain ShirtMA20Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Half Plate ArmorMA40Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Mithral Scale MailMA45Rarity: Uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Red Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Scale Mail of Acid ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to acid damage while you wear this armor.
Scale Mail of Cold ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to cold damage while you wear this armor.
Scale Mail of Fire ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to fire damage while you wear this armor.
Scale Mail of Force ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to force damage while you wear this armor.
Scale Mail of Lightning ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to lightning damage while you wear this armor.
Scale Mail of Necrotic ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to necrotic damage while you wear this armor.
Scale Mail of Poison ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to poison damage while you wear this armor.
Scale Mail of Psychic ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to psychic damage while you wear this armor.
Scale Mail of Radiant ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to radiant damage while you wear this armor.
Scale Mail of Thunder ResistanceMA45Rarity: Rare
Requires Attunement You have resistance to thunder damage while you wear this armor.
Silver Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
White Dragon Scale MailMA45Rarity: Very Rare
Requires Attunement Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Blowgun of WarningR1Rarity: Uncommon
Requires Attunement 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.
Dart of WarningR0.25Rarity: Uncommon
Requires Attunement 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.
Hand Crossbow of WarningR3Rarity: Uncommon
Requires Attunement This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy Crossbow of WarningR18Rarity: Uncommon
Requires Attunement This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Light Crossbow of WarningR5Rarity: Uncommon
Requires Attunement 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.
Longbow of WarningR2Rarity: Uncommon
Requires Attunement 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.
Net of WarningR3Rarity: Uncommon
Requires Attunement 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.
Shortbow of WarningR2Rarity: Uncommon
Requires Attunement 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.
Sling of WarningR0Rarity: Uncommon
Requires Attunement 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 BlowgunR1Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious DartR0.25Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious Hand CrossbowR3Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious Heavy CrossbowR18Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious Light CrossbowR5Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious LongbowR2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious ShortbowR2Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Vicious SlingR0Rarity: Rare
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Arrows +1A0.05Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Arrows +2A0.05Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Arrows +3A0.05Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Blowgun Needles +1A0.02Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Blowgun Needles +2A0.02Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Blowgun Needles +3A0.02Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Crossbow Bolts +1A0.075Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Crossbow Bolts +2A0.075Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Crossbow Bolts +3A0.075Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Sling Bullets +1A0.075Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Sling Bullets +2A0.075Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Sling Bullets +3A0.075Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Chain Mail +1HA55Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Chain Mail +2HA55Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Chain Mail +3HA55Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Plate Armor +1HA65Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Plate Armor +2HA65Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Plate Armor +3HA65Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Ring Mail +1HA40Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Ring Mail +2HA40Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Ring Mail +3HA40Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Splint Armor +1HA60Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Splint Armor +2HA60Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Splint Armor +3HA60Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Leather Armor +1LA10Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Leather Armor +2LA10Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Leather Armor +3LA10Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Padded Armor +1LA8Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Padded Armor +2LA8Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Padded Armor +3LA8Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Studded Leather Armor +1LA13Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Studded Leather Armor +2LA13Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Studded Leather Armor +3LA13Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Battleaxe +1M4Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Battleaxe +2M4Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Battleaxe +3M4Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Club +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Club +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Club +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Dagger +1M1Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Dagger +2M1Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Dagger +3M1Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Flail +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Flail +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Flail +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Glaive +1M6Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Glaive +2M6Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Glaive +3M6Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Greataxe +1M7Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Greataxe +2M7Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Greataxe +3M7Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Greatclub +1M10Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Greatclub +2M10Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Greatclub +3M10Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Greatsword +1M6Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Greatsword +2M6Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Greatsword +3M6Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Halberd +1M6Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Halberd +2M6Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Halberd +3M6Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Handaxe +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Handaxe +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Handaxe +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Javelin +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Javelin +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Javelin +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Lance +1M6Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Lance +2M6Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Lance +3M6Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Light Hammer +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Light Hammer +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Light Hammer +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Longsword +1M3Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Longsword +2M3Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Longsword +3M3Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Mace +1M4Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Mace +2M4Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Mace +3M4Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Maul +1M10Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Maul +2M10Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Maul +3M10Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Morningstar +1M4Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Morningstar +2M4Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Morningstar +3M4Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Pike +1M18Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Pike +2M18Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Pike +3M18Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Quarterstaff +1M4Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Quarterstaff +2M4Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Quarterstaff +3M4Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Rapier +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Rapier +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Rapier +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Scimitar +1M3Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Scimitar +2M3Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Scimitar +3M3Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Shortsword +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Shortsword +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Shortsword +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Sickle +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Sickle +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Sickle +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Spear +1M3Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Spear +2M3Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Spear +3M3Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Trident +1M4Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Trident +2M4Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Trident +3M4Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
War Pick +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
War Pick +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
War Pick +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Warhammer +1M2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Warhammer +2M2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Warhammer +3M2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Whip +1M3Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Whip +2M3Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Whip +3M3Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Breastplate +1MA20Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Breastplate +2MA20Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Breastplate +3MA20Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Chain Shirt +1MA20Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Chain Shirt +2MA20Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Chain Shirt +3MA20Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Half Plate Armor +1MA40Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Half Plate Armor +2MA40Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Half Plate Armor +3MA40Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Hide Armor +1MA12Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Hide Armor +2MA12Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Hide Armor +3MA12Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Scale Mail +1MA45Rarity: Rare
You have a +1 bonus to AC while wearing this armor.
Scale Mail +2MA45Rarity: Very Rare
You have a +2 bonus to AC while wearing this armor.
Scale Mail +3MA45Rarity: Legendary
You have a +3 bonus to AC while wearing this armor.
Blowgun +1R1Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Blowgun +2R1Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Blowgun +3R1Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Dart +1R0.25Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Dart +2R0.25Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Dart +3R0.25Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Hand Crossbow +1R3Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Hand Crossbow +2R3Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Hand Crossbow +3R3Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy Crossbow +1R18Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy Crossbow +2R18Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy Crossbow +3R18Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Light Crossbow +1R5Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Light Crossbow +2R5Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Light Crossbow +3R5Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Longbow +1R2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Longbow +2R2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Longbow +3R2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Net +1R3Rarity: Uncommon
You have a +1 bonus to attack rolls made with this weapon.
Net +2R3Rarity: Rare
You have a +2 bonus to attack rolls made with this weapon.
Net +3R3Rarity: Very Rare
You have a +3 bonus to attack rolls made with this weapon.
Shortbow +1R2Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Shortbow +2R2Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Shortbow +3R2Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Sling +1R0Rarity: Uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Sling +2R0Rarity: Rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Sling +3R0Rarity: Very Rare
You have a +3 bonus to attack and damage rolls made with this weapon.
Shield +1S6Rarity: Uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Shield +2S6Rarity: Rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Shield +3S6Rarity: Very Rare
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Arrow of SlayingA0.05Rarity: Very Rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Blowgun Needle of SlayingA0.02Rarity: Very Rare
A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the needle the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.
Crossbow Bolt of SlayingA0.075Rarity: Very Rare
A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.
Sling Bullet of SlayingA0.075Rarity: Very Rare
A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the bullet the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.
Armor of InvulnerabilityHA65Rarity: Legendary
Requires Attunement You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Armor of Vulnerability (Bludgeoning)HA65Rarity: Rare
Requires Attunement While wearing this armor, you have resistance to bludgeoning damage.
Armor of Vulnerability (Piercing)HA65Rarity: Rare
Requires Attunement While wearing this armor, you have resistance to piercing damage.
Armor of Vulnerability (Slashing)HA65Rarity: Rare
Requires Attunement While wearing this armor, you have resistance to slashing damage.
Demon ArmorHA65Rarity: Very Rare
Requires Attunement While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Dwarven PlateHA65Rarity: Very Rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Efreeti ChainHA55Rarity: Legendary
Requires Attunement While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
Plate Armor of EtherealnessHA65Rarity: Legendary
Requires Attunement While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Glamoured Studded LeatherLA13Rarity: Rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Berserker BattleaxeM4Rarity: Rare
Requires Attunement 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.
Berserker GreataxeM7Rarity: Rare
Requires Attunement 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.
Berserker HandaxeM2Rarity: Rare
Requires Attunement 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.
Dagger of VenomM1Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Dancing GreatswordM6Rarity: Very Rare
Requires Attunement 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.
Dancing LongswordM3Rarity: Very Rare
Requires Attunement 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.
Dancing RapierM2Rarity: Very Rare
Requires Attunement 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.
Dancing ScimitarM3Rarity: Very Rare
Requires Attunement 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.
Dancing ShortswordM2Rarity: Very Rare
Requires Attunement 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.
Defender GreatswordM6Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Defender LongswordM3Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Defender RapierM2Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Defender ScimitarM3Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Defender ShortswordM2Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Dragon Slayer GreatswordM6Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Dragon Slayer LongswordM3Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Dragon Slayer RapierM2Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Dragon Slayer ScimitarM3Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Dragon Slayer ShortswordM2Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Dwarven ThrowerM2Rarity: Very Rare
Requires Attunement by a Dwarf You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Flame Tongue GreatswordM6Rarity: Rare
Requires Attunement 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.
Flame Tongue LongswordM3Rarity: Rare
Requires Attunement 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.
Flame Tongue RapierM2Rarity: Rare
Requires Attunement 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.
Flame Tongue ScimitarM3Rarity: Rare
Requires Attunement 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.
Flame Tongue ShortswordM2Rarity: Rare
Requires Attunement 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.
Frost Brand GreatswordM6Rarity: Very Rare
Requires Attunement 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.
Frost Brand LongswordM3Rarity: Very Rare
Requires Attunement 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.
Frost Brand RapierM2Rarity: Very Rare
Requires Attunement 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.
Frost Brand ScimitarM3Rarity: Very Rare
Requires Attunement 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.
Frost Brand ShortswordM2Rarity: Very Rare
Requires Attunement 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.
Giant Slayer BattleaxeM4Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer GreataxeM7Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer GreatswordM6Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer HandaxeM2Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer LongswordM3Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer RapierM2Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer ScimitarM3Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Giant Slayer ShortswordM2Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Greatsword of Life StealingM6Rarity: Rare
Requires Attunement 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.
Greatsword of SharpnessM6Rarity: Very Rare
Requires Attunement When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Greatsword of VengeanceM6Rarity: Uncommon
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Greatsword of WoundingM6Rarity: Rare
Requires Attunement 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.
Hammer of ThunderboltsM10Rarity: Legendary
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Holy Avenger GreatswordM6Rarity: Legendary
Requires Attunement by a Paladin 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.
Holy Avenger LongswordM3Rarity: Legendary
Requires Attunement by a Paladin 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.
Holy Avenger RapierM2Rarity: Legendary
Requires Attunement by a Paladin 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.
Holy Avenger ScimitarM3Rarity: Legendary
Requires Attunement by a Paladin 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.
Holy Avenger ShortswordM2Rarity: Legendary
Requires Attunement by a Paladin 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.
Javelin of LightningM2Rarity: Uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Longsword of Life StealingM3Rarity: Rare
Requires Attunement 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.
Longsword of SharpnessM3Rarity: Very Rare
Requires Attunement When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Longsword of VengeanceM3Rarity: Uncommon
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Longsword of WoundingM3Rarity: Rare
Requires Attunement 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.
Luck Blade GreatswordM6Rarity: Legendary
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck Blade LongswordM3Rarity: Legendary
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck Blade RapierM2Rarity: Legendary
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck Blade ScimitarM3Rarity: Legendary
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck Blade ShortswordM2Rarity: Legendary
Requires Attunement 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.
Mace of DisruptionM4Rarity: Rare
Requires Attunement 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.
Mace of SmitingM4Rarity: Rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Mace of TerrorM4Rarity: Rare
Requires Attunement 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.
Nine Lives Stealer GreatswordM6Rarity: Very Rare
Requires Attunement You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Nine Lives Stealer LongswordM3Rarity: Very Rare
Requires Attunement You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Nine Lives Stealer RapierM2Rarity: Very Rare
Requires Attunement You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Nine Lives Stealer ScimitarM3Rarity: Very Rare
Requires Attunement You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Nine Lives Stealer ShortswordM2Rarity: Very Rare
Requires Attunement You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Rapier of Life StealingM2Rarity: Rare
Requires Attunement 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.
Rapier of VengeanceM2Rarity: Uncommon
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Rapier of WoundingM2Rarity: Rare
Requires Attunement 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.
Scimitar of Life StealingM3Rarity: Rare
Requires Attunement 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.
Scimitar of SharpnessM3Rarity: Very Rare
Requires Attunement When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Scimitar of SpeedM3Rarity: Very Rare
Requires Attunement 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.
Scimitar of VengeanceM3Rarity: Uncommon
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Scimitar of WoundingM3Rarity: Rare
Requires Attunement 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.
Shortsword of Life StealingM2Rarity: Rare
Requires Attunement 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.
Shortsword of VengeanceM2Rarity: Uncommon
Requires Attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Shortsword of WoundingM2Rarity: Rare
Requires Attunement 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.
Sun BladeM3Rarity: Rare
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
Sword of Answering (Answerer)M3Rarity: Legendary
Requires Attunement by a Chaotic Good Creature) 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.
Sword of Answering (Back Talker)M3Rarity: Legendary
Requires Attunement by a Chaotic Evil Creature) 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.
Sword of Answering (Concluder)M3Rarity: Legendary
Requires Attunement by a Lawful Neutral Creature) 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.
Sword of Answering (Last Quip)M3Rarity: Legendary
Requires Attunement by a Chaotic Neutral Creature) 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.
Sword of Answering (Rebutter)M3Rarity: Legendary
Requires Attunement by a Neutral Good Creature) 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.
Sword of Answering (Replier)M3Rarity: Legendary
Requires Attunement by a Neutral Creature) 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.
Sword of Answering (Retorter)M3Rarity: Legendary
Requires Attunement by a Lawful Good Creature) 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.
Sword of Answering (Scather)M3Rarity: Legendary
Requires Attunement by a Lawful Evil Creature) 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.
Sword of Answering (Squelcher)M3Rarity: Legendary
Requires Attunement by a Neutral Evil Creature) 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.
Trident of Fish CommandM4Rarity: Uncommon
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.
Vorpal GreatswordM6Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Vorpal LongswordM3Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Vorpal ScimitarM3Rarity: Legendary
Requires Attunement You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Elven ChainMA20Rarity: Rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
OathbowR2Rarity: Very Rare
Requires Attunement When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
Animated ShieldS6Rarity: Very Rare
Requires Attunement While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Arrow-Catching ShieldS6Rarity: Rare
Requires Attunement You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Sentinel ShieldS6Rarity: Uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Shield of Missile AttractionS6Rarity: Rare
Requires Attunement While holding this shield, you have resistance to damage from ranged weapon attacks.
Spellguard ShieldS6Rarity: Very Rare
Requires Attunement While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you
Elixir of HealthP0.5Rarity: Rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Oil of EtherealnessP0.5Rarity: Rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Oil of SharpnessP0.5Rarity: Very Rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Oil of SlipperinessP0.5Rarity: Uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Philter of LoveP0.5Rarity: Uncommon
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Potion of Acid ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to acid damage for 1 hour.
Potion of Animal FriendshipP0.5Rarity: Uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Potion of ClairvoyanceP0.5Rarity: Rare
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Potion of ClimbingP0.5Rarity: Common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, 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.
Potion of Cloud Giant StrengthP0.5Rarity: Very Rare
When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.
Potion of Cold ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to cold damage for 1 hour.
Potion of DiminutionP0.5Rarity: Rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Potion of Fire BreathP0.5Rarity: Uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Potion of Fire Giant StrengthP0.5Rarity: Rare
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.
Potion of Fire ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to fire damage for 1 hour.
Potion of FlyingP0.5Rarity: Very Rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Force ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to force damage for 1 hour.
Potion of Frost Giant StrengthP0.5Rarity: Rare
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.
Potion of Gaseous FormP0.5Rarity: Rare
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
Potion of Greater HealingP0.5Rarity: Uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of GrowthP0.5Rarity: Uncommon
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Potion of HealingP0.5Rarity: Common
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of HeroismP0.5Rarity: Rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Potion of Hill Giant StrengthP0.5Rarity: Uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.
Potion of InvisibilityP0.5Rarity: Very Rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Potion of InvulnerabilityP0.5Rarity: Rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Potion of Lightning ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to lightning damage for 1 hour.
Potion of LongevityP0.5Rarity: Very Rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Potion of Mind ReadingP0.5Rarity: Rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Potion of Necrotic ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Potion of PoisonP0.5Rarity: Uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Potion of Poison ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to poison damage for 1 hour.
Potion of Psychic ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to psychic damage for 1 hour.
Potion of Radiant ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to radiant damage for 1 hour.
Potion of SpeedP0.5Rarity: Very Rare
When you drink this potion, you gain resistance to acid damage for 1 hour.
Potion of Stone Giant StrengthP0.5Rarity: Rare
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.
Potion of Storm Giant StrengthP0.5Rarity: Legendary
When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.
Potion of Superior HealingP0.5Rarity: Rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Supreme HealingP0.5Rarity: Very Rare
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Thunder ResistanceP0.5Rarity: Uncommon
When you drink this potion, you gain resistance to thunder damage for 1 hour.
Potion of VitalityP0.5Rarity: Very Rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Potion of Water BreathingP0.5Rarity: Uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Immovable RodRD2Rarity: Uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Rod of AbsorptionRD2Rarity: Very Rare
Requires Attunement
Rod of AlertnessRD2Rarity: Very Rare
Requires Attunement
Rod of Lordly MightRD2Rarity: Legendary
Requires Attunement
Rod of ResurrectionRD2Rarity: Legendary
Requires Attunement by a Cleric, Druid, or Paladin
Rod of RulershipRD2Rarity: Rare
Requires Attunement
Rod of SecurityRD2Rarity: Very Rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
Rod of the Pact Keeper, +1RD2Rarity: Uncommon
Requires Attunement by a Warlock
Rod of the Pact Keeper, +2RD2Rarity: Rare
Requires Attunement by a Warlock
Rod of the Pact Keeper, +3RD2Rarity: Very Rare
Requires Attunement by a Warlock
Tentacle RodRD2Rarity: Rare
Requires Attunement
Ring of Acid ResistanceRGRarity: Rare
Requires Attunement
Ring of Air Elemental CommandRGRarity: Legendary
Requires Attunement
Ring of Animal InfluenceRGRarity: Rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:• Animal friendship (save DC 13)
Ring of Cold ResistanceRGRarity: Rare
Requires Attunement
Ring of Djinni SummoningRGRarity: Legendary
Requires Attunement
Ring of Earth Elemental CommandRGRarity: Legendary
Requires Attunement
Ring of EvasionRGRarity: Rare
Requires Attunement
Ring of Feather FallingRGRarity: Rare
Requires Attunement
Ring of Fire Elemental CommandRGRarity: Legendary
Requires Attunement
Ring of Fire ResistanceRGRarity: Rare
Requires Attunement
Ring of Force ResistanceRGRarity: Rare
Requires Attunement
Ring of Free ActionRGRarity: Rare
Requires Attunement
Ring of InvisibilityRGRarity: Legendary
Requires Attunement
Ring of JumpingRGRarity: Uncommon
Requires Attunement
Ring of Lightning ResistanceRGRarity: Rare
Requires Attunement
Ring of Mind ShieldingRGRarity: Uncommon
Requires Attunement
Ring of Necrotic ResistanceRGRarity: Rare
Requires Attunement
Ring of Poison ResistanceRGRarity: Rare
Requires Attunement
Ring of ProtectionRGRarity: Rare
Requires Attunement
Ring of Psychic ResistanceRGRarity: Rare
Requires Attunement
Ring of Radiant ResistanceRGRarity: Rare
Requires Attunement
Ring of RegenerationRGRarity: Very Rare
Requires Attunement
Ring of Shooting StarsRGRarity: Very Rare
Requires Attunement Outdoors at Night
Ring of Spell StoringRGRarity: Rare
Requires Attunement
Ring of Spell TurningRGRarity: Legendary
Requires Attunement
Ring of SwimmingRGRarity: Uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of TelekinesisRGRarity: Very Rare
Requires Attunement
Ring of the RamRGRarity: Rare
Requires Attunement
Ring of Three WishesRGRarity: Legendary
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Ring of Thunder ResistanceRGRarity: Rare
Requires Attunement
Ring of WarmthRGRarity: Uncommon
Requires Attunement
Ring of Water Elemental CommandRGRarity: Legendary
Requires Attunement
Ring of Water WalkingRGRarity: Uncommon
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Ring of X-ray VisionRGRarity: Rare
Requires Attunement
Scroll of Protection from AberrationsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from BeastsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from CelestialsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from ElementalsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from FeySCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from FiendsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from PlantsSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Scroll of Protection from UndeadSCRarity: Rare
Using an action to read the scroll encloses you in an 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.
Spell Scroll (1st Level)SCRarity: Common
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (2nd Level)SCRarity: Uncommon
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (3rd Level)SCRarity: Uncommon
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (4th Level)SCRarity: Rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (5th Level)SCRarity: Rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (6th Level)SCRarity: Very Rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (7th Level)SCRarity: Very Rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (8th Level)SCRarity: Very Rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (9th Level)SCRarity: Legendary
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Spell Scroll (Cantrip)SCRarity: Common
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell's 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.
Staff of CharmingST4Rarity: Rare
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
Staff of FireST4Rarity: Very Rare
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
Staff of FrostST4Rarity: Very Rare
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
Staff of HealingST4Rarity: Rare
Requires Attunement by a Bard, Cleric, or Druid
Staff of PowerST4Rarity: Very Rare
Requires Attunement by a Sorcerer, Warlock, or Wizard
Staff of StrikingST4Rarity: Very Rare
Requires Attunement
Staff of Swarming InsectsST4Rarity: Rare
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
Staff of the AdderST4Rarity: Uncommon
Requires Attunement by a Cleric, Druid, or Warlock
Staff of the MagiST4Rarity: Legendary
Requires Attunement by a Sorcerer, Warlock, or Wizard
Staff of the PythonST4Rarity: Uncommon
Requires Attunement by a Cleric, Druid, or Warlock
Staff of the WoodlandsST4Rarity: Rare
Requires Attunement by a Druid
Staff of Thunder and LightningST4Rarity: Very Rare
Requires Attunement
Staff of WitheringST4Rarity: Rare
Requires Attunement by a Cleric, Druid, or Warlock
Alchemy JugW12Rarity: Uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Amulet of HealthW1Rarity: Rare
Requires Attunement
Amulet of Proof Against Detection and LocationW1Rarity: Uncommon
Requires Attunement
Amulet of the PlanesW1Rarity: Very Rare
Requires Attunement
Apparatus of KwalishW500Rarity: Legendary
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.The apparatus of Kwalish is a Large object with the following statistics:
Bag of BeansW0.5Rarity: Rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
Bag of DevouringW0.5Rarity: Very Rare
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Bag of HoldingW15Rarity: Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Bag of Tricks, GrayW0.5Rarity: Uncommon
This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
Bag of Tricks, RustW0.5Rarity: Uncommon
This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks, TanW0.5Rarity: Uncommon
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bead of ForceW0.0625Rarity: Rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
Belt of Cloud Giant StrengthWRarity: Legendary
Requires Attunement
Belt of DwarvenkindWRarity: Rare
Requires Attunement
Belt of Fire Giant StrengthWRarity: Very Rare
Requires Attunement
Belt of Frost Giant StrengthWRarity: Very Rare
Requires Attunement
Belt of Hill Giant StrengthWRarity: Rare
Requires Attunement
Belt of Stone Giant StrengthWRarity: Very Rare
Requires Attunement
Belt of Storm Giant StrengthWRarity: Legendary
Requires Attunement
Boots of ElvenkindWRarity: Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Boots of LevitationWRarity: Rare
Requires Attunement
Boots of SpeedWRarity: Rare
Requires Attunement
Boots of Striding and SpringingWRarity: Uncommon
Requires Attunement
Boots of the WinterlandsWRarity: Uncommon
Requires Attunement
Bowl of Commanding Water ElementalsW3Rarity: Rare
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Bracers of ArcheryWRarity: Uncommon
Requires Attunement
Bracers of DefenseWRarity: Rare
Requires Attunement
Brazier of Commanding Fire ElementalsW5Rarity: Rare
While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.The brazier weighs 5 pounds.
Brooch of ShieldingWRarity: Uncommon
Requires Attunement
Broom of FlyingW3Rarity: Uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Candle of InvocationWRarity: Very Rare
Requires Attunement
Cap of Water BreathingWRarity: Uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Cape of the MountebankWRarity: Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Carpet of Flying, 3 ft. x 5 ft.WRarity: Very Rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 4 ft. x 6 ft.WRarity: Very Rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 5 ft. x 7 ft.WRarity: Very Rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Carpet of Flying, 6 ft. x 9 ft.WRarity: Very Rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.A 6 ft. x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Censer of Controlling Air ElementalsW1Rarity: Rare
While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Chime of OpeningW1Rarity: Rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.The chime can be used ten times. After the tenth time it cracks and becomes useless.
Circlet of BlastingWRarity: Uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Cloak of ArachnidaWRarity: Very Rare
Requires Attunement
Cloak of DisplacementWRarity: Rare
Requires Attunement
Cloak of ElvenkindWRarity: Uncommon
Requires Attunement
Cloak of InvisibilityWRarity: Legendary
Requires Attunement
Cloak of ProtectionWRarity: Uncommon
Requires Attunement
Cloak of the BatWRarity: Rare
Requires Attunement
Cloak of the Manta RayWRarity: Uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Crystal BallW3Rarity: Very Rare
Requires Attunement
Crystal Ball of Mind ReadingW3Rarity: Legendary
Requires Attunement
Crystal Ball of TelepathyW3Rarity: Legendary
Requires Attunement
Crystal Ball of True SeeingW3Rarity: Legendary
Requires Attunement
Cube of ForceWRarity: Rare
Requires Attunement
Cubic GateWRarity: Legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
Daern's Instant FortressWRarity: Rare
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Decanter of Endless WaterW2Rarity: Uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
Deck of IllusionsWRarity: Uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
Deck of Many ThingsWRarity: Legendary
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Dimensional ShacklesWRarity: Rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.
DriftglobeW1Rarity: Uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dust of DisappearanceWRarity: Uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Dust of DrynessWRarity: Uncommon
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
Dust of Sneezing and ChokingWRarity: Uncommon
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Efreeti BottleW1Rarity: Very Rare
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics.The first time the bottle is opened, the DM rolls to determine what happens.
Elemental Gem, Blue SapphireWRarity: Uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
Elemental Gem, EmeraldWThis 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:
Elemental Gem, Red CorundumWThis 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:
Elemental Gem, Yellow DiamondWThis 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:
Eversmoking BottleW1Rarity: Uncommon
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Eyes of CharmingWRarity: Uncommon
Requires Attunement
Eyes of Minute SeeingWRarity: Uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Eyes of the EagleWRarity: Uncommon
Requires Attunement
Figurine of Wondrous Power, Bronze GriffonWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
Figurine of Wondrous Power, Ebony FlyWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Golden LionsWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
Figurine of Wondrous Power, Ivory GoatsWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Marble ElephantWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Obsidian SteedWRarity: Very Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Onyx DogWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Serpentine OwlWRarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Figurine of Wondrous Power, Silver RavenWRarity: Uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
Folding BoatW4Rarity: Rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
Gauntlets of Ogre PowerWRarity: Uncommon
Requires Attunement
Gem of BrightnessW1Rarity: Uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
Gem of SeeingW1Rarity: Rare
Requires Attunement
Gloves of Missile SnaringWRarity: Uncommon
Requires Attunement
Gloves of Swimming and ClimbingWRarity: Uncommon
Requires Attunement
Gloves of ThieveryWRarity: Uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Goggles of NightWRarity: Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Hat of DisguiseWRarity: Uncommon
Requires Attunement
Headband of IntellectWRarity: Uncommon
Requires Attunement
Helm of BrillianceWRarity: Very Rare
Requires Attunement
Helm of Comprehending LanguagesWRarity: Uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Helm of TelepathyWRarity: Uncommon
Requires Attunement
Helm of TeleportationWRarity: Rare
Requires Attunement
Heward's Handy HaversackW5Rarity: Rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
Horn of BlastingW2Rarity: Rare
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Horn of Valhalla, BrassW2Rarity: Rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.A brass horn summons 3d4 + 3 berserkers. To use the brass horn, you must be proficient with all simple weapons.
Horn of Valhalla, BronzeW2Rarity: Very Rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.A bronze horn summons 4d4 + 4 berserkers. To use the bronze horn, you must be proficient with medium armor.
Horn of Valhalla, IronW2Rarity: Legendary
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.The iron horn summons 5d4 + 5 berserkers. To use the iron horn, you must be proficient with all martial weapons.
Horn of Valhalla, SilverW2Rarity: Rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.The silver horn summons 2d4 + 2 berserkers.
Horseshoes of a ZephyrWRarity: Very Rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Horseshoes of SpeedWRarity: Rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Instrument of the Bards, Anstruth HarpW2Rarity: Very Rare
Requires Attunement by a Bard
Instrument of the Bards, Canaith MandolinW2Rarity: Rare
Requires Attunement by a Bard
Instrument of the Bards, Cli LyreW2Rarity: Rare
Requires Attunement by a Bard
Instrument of the Bards, Doss LuteW2Rarity: Uncommon
Requires Attunement by a Bard
Instrument of the Bards, Fochlucan BandoreW2Rarity: Uncommon
Requires Attunement by a Bard
Instrument of the Bards, Mac-Fuirmidh CitternW2Rarity: Uncommon
Requires Attunement by a Bard
Instrument of the Bards, Ollamh HarpW2Rarity: Legendary
Requires Attunement by a Bard
Ioun Stone, AbsorptionWRarity: Very Rare
Requires Attunement
Ioun Stone, AgilityWRarity: Very Rare
Requires Attunement
Ioun Stone, AwarenessWRarity: Rare
Requires Attunement
Ioun Stone, FortitudeWRarity: Very Rare
Requires Attunement
Ioun Stone, Greater AbsorptionWRarity: Legendary
Requires Attunement
Ioun Stone, InsightWRarity: Very Rare
Requires Attunement
Ioun Stone, IntellectWRarity: Very Rare
Requires Attunement
Ioun Stone, LeadershipWRarity: Very Rare
Requires Attunement
Ioun Stone, MasteryWRarity: Legendary
Requires Attunement
Ioun Stone, ProtectionWRarity: Rare
Requires Attunement
Ioun Stone, RegenerationWRarity: Legendary
Requires Attunement
Ioun Stone, ReserveWRarity: Rare
Requires Attunement
Ioun Stone, StrengthWRarity: Very Rare
Requires Attunement
Ioun Stone, SustenanceWRarity: Rare
Requires Attunement
Iron Bands of BilarroW1Rarity: Rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
Iron FlaskW1Rarity: Legendary
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
Keoghtom's OintmentWRarity: Uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Lantern of RevealingW2Rarity: Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Mantle of Spell ResistanceWRarity: Rare
Requires Attunement
Manual of Bodily HealthW5Rarity: Very Rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Clay GolemsW5Rarity: Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Flesh GolemsW5Rarity: Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Gainful ExerciseW5Rarity: Very Rare
This book describes fitness 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 Strength score increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Iron GolemsW5Rarity: Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Manual of Quickness of ActionW5Rarity: Very Rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Stone GolemsW5Rarity: Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.
Medallion of ThoughtsW1Rarity: Uncommon
Requires Attunement
Mirror of Life TrappingW50Rarity: Very Rare
When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
Necklace of AdaptationW1Rarity: Uncommon
Requires Attunement
Necklace of FireballsW1Rarity: Rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Necklace of Prayer BeadsW1Rarity: Rare
Requires Attunement by a Cleric, Druid, or Paladin
Nolzur's Marvelous PigmentsW1Rarity: Very Rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
Pearl of PowerWRarity: Uncommon
Requires Attunement by a Spellcaster
Periapt of HealthW1Rarity: Uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
Periapt of Proof Against PoisonW1Rarity: Rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Periapt of Wound ClosureW1Rarity: Uncommon
Requires Attunement
Pipes of HauntingW2Rarity: Uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Pipes of the SewersW2Rarity: Uncommon
Requires Attunement
Portable HoleWRarity: Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
Quaal's Feather Token, AnchorWRarity: Rare
This tiny object looks like a feather.
Quaal's Feather Token, BirdWRarity: Rare
This tiny object looks like a feather.
Quaal's Feather Token, FanWRarity: Rare
This tiny object looks like a feather.
Quaal's Feather Token, Swan BoatWRarity: Rare
This tiny object looks like a feather.
Quaal's Feather Token, TreeWRarity: Rare
This tiny object looks like a feather.
Quaal's Feather Token, WhipWRarity: Rare
This tiny object looks like a feather.
Quiver of EhlonnaW2Rarity: Uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Robe of EyesWRarity: Rare
Requires Attunement
Robe of Scintillating ColorsWRarity: Very Rare
Requires Attunement
Robe of StarsWRarity: Very Rare
Requires Attunement
Robe of the ArchmagiWRarity: Legendary
Requires Attunement by a Sorcerer, Warlock, or Wizard
Robe of Useful ItemsWRarity: Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.The robe has two of each of the following patches:
Rope of ClimbingW3Rarity: Uncommon
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
Rope of EntanglementW3Rarity: Rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
Saddle of the CavalierWRarity: Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Scarab of ProtectionWRarity: Legendary
Requires Attunement
Sending StonesWRarity: Uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Slippers of Spider ClimbingWRarity: Uncommon
Requires Attunement
Sovereign GlueWRarity: Legendary
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Sphere of AnnihilationWRarity: Legendary
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
Stone of Controlling Earth ElementalsW5Rarity: Rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Stone of Good LuckWRarity: Uncommon
Requires Attunement
Talisman of Pure GoodW1Rarity: Legendary
Requires Attunement by a Creature of Good Alignment
Talisman of the SphereW1Rarity: Legendary
Requires Attunement
Talisman of Ultimate EvilW1Rarity: Legendary
Requires Attunement by a Creature of Evil Alignment
Tome of Clear ThoughtW5Rarity: Very Rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Leadership and InfluenceW5Rarity: Very Rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of the Stilled TongueW5Rarity: Legendary
Requires Attunement by a Wizard
Tome of UnderstandingW5Rarity: Very Rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Universal SolventWRarity: Legendary
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Well of Many WorldsWRarity: Legendary
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
Wind FanWRarity: Uncommon
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Winged BootsWRarity: Uncommon
Requires Attunement
Wings of FlyingWRarity: Rare
Requires Attunement
Wand of BindingWD1Rarity: Rare
Requires Attunement by a Spellcaster
Wand of Enemy DetectionWD1Rarity: Rare
Requires Attunement
Wand of FearWD1Rarity: Rare
Requires Attunement
Wand of FireballsWD1Rarity: Rare
Requires Attunement by a Spellcaster
Wand of Lightning BoltsWD1Rarity: Rare
Requires Attunement by a Spellcaster
Wand of Magic DetectionWD1Rarity: Uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic MissilesWD1Rarity: Uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of ParalysisWD1Rarity: Rare
Requires Attunement by a Spellcaster
Wand of PolymorphWD1Rarity: Very Rare
Requires Attunement by a Spellcaster
Wand of SecretsWD1Rarity: Uncommon
The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of the War Mage, +1WD1Rarity: Uncommon
Requires Attunement by a Spellcaster
Wand of the War Mage, +2WD1Rarity: Rare
Requires Attunement by a Spellcaster
Wand of the War Mage, +3WD1Rarity: Very Rare
Requires Attunement by a Spellcaster
Wand of WebWD1Rarity: Uncommon
Requires Attunement by a Spellcaster
Wand of WonderWD1Rarity: Rare
Requires Attunement by a Spellcaster
Axe of the Dwarvish LordsM4Rarity: Artifact
Requires attunement
BlackrazorM6Rarity: Legendary
Requires attunement by a creature of non-lawful alignment
MoonbladeM3Rarity: Legendary
Requires attunement by an elf or half-elf of neutral good alignment
Sword of KasM3Rarity: Artifact
Requires attunement
WaveM4Rarity: Legendary
Requires attunement by a creature that worships a god of the sea
WhelmM2Rarity: Legendary
Requires attunement by a dwarf
Book of Exalted DeedsW5Rarity: Artifact
Requires attunement by a creature of good alignment
Book of Vile DarknessW5Rarity: Artifact
Requires attunement
Eye of VecnaWRarity: Artifact
Requires attunement
Hand of VecnaWRarity: Artifact
Requires attunement
Orb of DragonkindWRarity: Artifact
Requires attunement
Wand of OrcusWD4Rarity: Artifact
Requires attunement
Dragontooth DaggerM1A 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.
DrownM4Requires AttunementA 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.
HazirawnM6Requires AttunementA 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.
IronfangM2Requires AttunementA 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.
OrcsplitterM7Requires Attunement by a good-aligned dwarf, fighter, or paladinA 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.
TinderstrikeM1Requires AttunementA 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.
WindvaneM3Requires AttunementA 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.
Bottled BreathP0.5This 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.
Seeker DartR0.25This 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.
Storm BoomerangRThis 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.
Spider StaffST6Requires AttunementThe 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.
Staff of DefenseST3Requires AttunementThis 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.
Balloon PackWThis 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.
Black Dragon MaskWRequires AttunementThis 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.
Blue Dragon MaskWRequires AttunementThis 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.
Claws of the Umber HulkWThese 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
Devastation Orb of AirWA 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 EarthWA 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 FireWA 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 WaterWA 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.
DraakhornWThe 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.
Green Dragon MaskWRequires AttunementThis 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
Insignia of ClawsWThe 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.
Lost Crown of BesilmerWRequires AttunementThis 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:
Mask of the Dragon QueenWRequires AttunementIndividually, 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.
Red Dragon MaskWRequires AttunementThis 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.
Weird TankWRequires AttunementA 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.
White Dragon MaskWRequires AttunementThis 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.
WingwearWRequires AttunementThis 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.
Wand of WinterWDRequires AttunementThis wand looks and feels like an icicle. You must be attuned to the want to use it.
DawnbringerM3Requires attunement by a creature of non-evil alignmentLost 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. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer.
Piwafwi (Cloak of Elvenkind)WRequires Attunement
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.
Piwafwi of Fire Resistance (Cloak of Elvenkind)WRequires Attunement
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.
Spell Gem (Obsidian)WAttunement OptionalAn obsidian spell gem can contain one cantrip 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.
Spell Gem (Lapis lazuli)WAttunement OptionalA lapis lazuli 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.
Spell Gem (Quartz)WAttunement OptionalA quartz 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.
Spell Gem (Bloodstone)WAttunement OptionalA bloodstone 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.
Spell Gem (Amber)WAttunement OptionalAn amber 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.
Spell Gem (Jade)WAttunement OptionalA jade 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.
Spell Gem (Topaz)WAttunement OptionalA topaz 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.
Spell Gem (Star ruby)WAttunement OptionalA star ruby 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.
Spell Gem (Ruby)WAttunement OptionalA ruby 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.
Spell Gem (Diamond)WAttunement OptionalA diamond 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.
Stonespeaker CrystalWRequires attunementCreated 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.
Wand of Viscid GlobsWDRequires attunementCrafted 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.
Adamantine Spiked ArmorMA45 This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.Source: Dungeon Master's Guide, page 150
Spiked Armor +1MA45 You have a +1 bonus to AC while wearing this armor.Source: Dungeon Master's Guide, page 152
Spiked Armor +2MA45 You have a +2 bonus to AC while wearing this armor.Source: Dungeon Master's Guide, page 152
Spiked Armor +3MA45 You have a +3 bonus to AC while wearing this armor.Source: Dungeon Master's Guide, page 152
Spiked Armor of Acid ResistanceMA45Requires Attunement
You have resistance to acid damage while you wear this armor.
Spiked Armor of Cold ResistanceMA45Requires Attunement
You have resistance to cold damage while you wear this armor.
Spiked Armor of Fire ResistanceMA45Requires Attunement
You have resistance to fire damage while you wear this armor.
Spiked Armor of Force ResistanceMA45Requires Attunement
You have resistance to force damage while you wear this armor.
Spiked Armor of Lightning ResistanceMA45Requires Attunement
You have resistance to lightning damage while you wear this armor.
Spiked Armor of Necrotic ResistanceMA45Requires Attunement
You have resistance to necrotic damage while you wear this armor.
Spiked Armor of Poison ResistanceMA45Requires Attunement
You have resistance to poison damage while you wear this armor.
Spiked Armor of Psychic ResistanceMA45Requires Attunement
You have resistance to psychic damage while you wear this armor.
Spiked Armor of Radiant ResistanceMA45Requires Attunement
You have resistance to radiant damage while you wear this armor.
Spiked Armor of Thunder ResistanceMA45Requires Attunement
You have resistance to thunder damage while you wear this armor.
Mariner's Spiked ArmorMA45 While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.Source: Dungeon Master's Guide, page 181
Mithral Spiked ArmorMA45 Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.Source: Dungeon Master's Guide, page 182
Tome of StrahdG5The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.Source: Curse of Strahd, page 221
Blood SpearM3This item requires attunementKavan 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.
Saint Markovia's ThighboneM4This item requires attunement.Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
Holy Symbol of RavenkindWThis item 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.
Icon of RavenloftW10This item requires attunement by a creature of good alignment The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
Gulthias StaffST4This item requires attunement Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.
SunswordM3This item requires attunementThe 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.