An average coin weighs less than half an ounce. A pouch of 50 coins weighs 1 pound.
| COIN | CP | SP | GP | PP |
|---|---|---|---|---|
| Copper (cp) | 1 | 1/10 | 1/100 | 1/1,000 |
| Silver (sp) | 10 | 1 | 1/10 | 1/100 |
| Gold (gp) | 100 | 10 | 1 | 1/10 |
| Platinum (pp) | 1,000 | 100 | 10 | 1 |
Wearing armor increases your armor class (AC), which in turn increases your chance of avoiding enemy attacks. An enemy's attack roll total must meet or beat your AC to deal damage. So, the higher your AC, the greater your chance of avoiding damage!
A typical PC who isn't wearing armor has an AC of 10 + their DEX modifier.
When you wear armor, use the AC equation listed with the type of armor you are wearing instead of the typical 10 + DEX modifier equation. See the Armor table for an armor type's AC equation as well as specific bonuses or limitations it imposes when calculating AC.
Armor types are categorized into three weights: light, medium, or heavy. You need proficiency in a weight of armor to use it well. For instance, a character with proficiency in light armor can wear any type of armor listed as light armor without penalty.
Your character can wear any kind of armor, regardless of proficiency. However, if you don't have proficiency, you have disadvantage on all STR and DEX ability checks made while wearing it. You also can't cast spells while wearing armor you aren't proficient with.
Light armor provides minimal protection while still allowing its wearer to move with relative ease.
Padded. This full-body outfit consists of quilted layers of cloth and batting.
Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Brigandine. This knee-length coat is made of heavy cloth or canvas lined with small metal plates.
Medium armor provides more protection than light armor, but it uses bulkier materials that interfere with range of motion.
Hide. This full-body suit of armor consists of thick furs and pelts.
Chain Shirt. A chain shirt is made of interlocking metal rings that are worn between layers of clothing or leather. This armor protects the wearer's upper body and the outer layers muffle the sound of the rings rubbing against one another.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.
Breastplate. This armor consists of a fitted metal chest lined with supple leather. This armor leaves limbs unprotected but provides good protection for vital organs and allows for easier movement than most medium armor.
Half Plate. Half plate consists of shaped metal plates that cover most of the wearer's body. It doesn't include leg protection beyond greaves attached with leather straps.
Heavy armor provides the most protection of any armor type, but wearing it demands great physical prowess.
Ring Mail. This leather armor has heavy rings sewn into it. The rings help reinforce the armor against attacks.
Chain Mail. This is a head-to-toe suit of armor made of interlocking metal rings. Chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.
Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
A shield is handheld armor that is wielded instead of worn. This means their AC bonus can be lost if the shield is destroyed or becomes disarmed. Wielding a shield requires the use of one hand, which means a PC can't use two-handed weapons while holding a shield. You can only benefit from one shield AC bonus at a time, even if you wield multiple shields.
Shield. This broad piece of wood and metal is held by a handle attached to one side.
The time it takes to don (put on) or doff (take off) armor depends on the armor's weight.
Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
Doff. This is the time it takes to remove armor. If you have help, halve this time, except for shields, which take 1 action regardless of help.
| CATEGORY | DON | DOFF |
|---|---|---|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 10 minutes | 5 minutes |
| Shield | 1 action | 1 action |
| ARMOR | COST | ARMOR CLASS (AC) | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Padded | 5 gp | 11 + DEX modifier | 8 lb. | Noisy [^*] |
| Leather | 10 gp | 11 + DEX modifier | 10 lb. | Natural Materials |
| Studded leather | 45 gp | 12 + DEX modifier | 13 lb. | - |
| Brigandine | 50 gp | 13 + DEX modifier | 25 lb. | Noisy |
| ARMOR | COST | ARMOR CLASS (AC) | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Hide | 10 gp | 12 + DEX modifier (max 2) | 12 lb. | Natural Materials |
| Chain Shirt | 50 gp | 13 + DEX modifier (max 2) | 20 lb. | - |
| Scale mail | 50 gp | 14 + DEX modifier (max 2) | 45 lb. | Noisy |
| Breastplate | 400 gp | 14 + DEX modifier (max 2) | 20 lb. | - |
| Half plate | 750 gp | 15 + DEX modifier (max 2) | 40 lb. | Noisy |
| ARMOR | COST | ARMOR CLASS (AC) | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Ring mail | 30 gp | 15 | 40 lb. | Noisy |
| Chain mail | 75 gp | 16 | 55 lb. | Cumbersome (STR 13), Noisy |
| Splint | 200 gp | 17 | 60 lb. | Cumbersome (STR 15), Noisy |
| Plate | 1,500 gp | 18 | 65 lb. | Cumbersome (STR 16), Noisy |
| ARMOR | COST | ARMOR CLASS (AC) | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Shield | 10 gp | +2 | 6 lb. | - [^*] |
[^*]: At the GM's discretion, this armor can have the Natural Materials property. Make this decision when you acquire it and note it on your character sheet.
Many sets of armor have properties that affect their use, as shown in the Properties column of the Armor table.
Cumbersome. This armor is heavy and difficult to move in unless you have the required STR score. If your STR score doesn't equal or exceed the STR score listed in parentheses, your movement speed is reduced by 10 feet while you wear the armor, even if you're proficient with it.
Natural Materials. This armor is made from materials like wood, leather, or other organic materials. This renders the item immune to the effects of spells like heat metal or features like the rust monster's Antenna action. Noisy. This armor imposes disadvantage on any ability checks made to avoid notice, like sneaking, hiding, or otherwise attempting to move silently.
Any character can wield any weapon, but only a character with proficiency can add their PB to attack rolls with those weapons.
Melee weapons are used to attack nearby targets within reach. Unless the weapon has the Reach property, melee weapons have a reach of 5 feet.
Ranged weapons are used to attack targets at a distance.
Simple weapons require little experience to use effectively.
Martial weapons, including swords, axes, and polearms, require training to use effectively.
When in doubt about how much damage an object should deal, find a weapon on the Weapons table most like the object and use its damage die. For example, a table leg is a lot like a club. At the GM's discretion, a character proficient with a weapon can use a similar object as if it were that weapon and add their PB as normal.
If a character uses a ranged weapon to make a melee attack or throws a melee weapon that doesn't have the Thrown property, those are improvised weapons, and typically deal 1d4 damage of an appropriate damage type. An improvised thrown weapon typically has range of 20 feet and a long range of 60 feet.
This section offers options for using weapons in ways other than dealing damage. The Weapon Option column on the Weapons table shows which weapons can be used to perform which weapon options. A character can use a weapon option only if the character is wielding and is proficient with an appropriate weapon.
Weapon Option Saves. If an option requires a creature to make an ability check or save, the DC equals 8 + the attacker's PB + the attacker's STR or DEX modifier (attacker's choice).
Unless specified otherwise, a weapon attack used to perform a weapon option has only the option's listed effect and doesn't deal normal weapon damage. Weapon options can be used only when a wielder takes the Attack action on their turn, unless a feature like the fighter's Martial Action allows a weapon option attack to be performed as a bonus action. Characters with the Multiattack feature can perform a weapon option in place of one of the attacks granted by Multiattack.
At the GM's discretion, some weapon options might not work against certain creatures. For example, the trip weapon option might not work against a creature without discernable legs, such as an ooze, or that is anchored or attached to the ground in some way, such as a tree with animated limbs.
Make an attack roll with this weapon. On a hit, the target has disadvantage on its next attack roll.
Make an attack roll with this weapon. On a hit, the target must succeed on a STR or DEX save (target's choice) or drop a weapon, shield, or object it is wielding. The dropped item lands in an unoccupied space within 5 feet of the target. If no unoccupied space is within range, the item lands at the target's feet.
Make an attack roll with this weapon. On a hit, the target's base movement speed is reduced by 10 feet for 1 minute. A creature's speed can't be reduced by more than 10 feet with this weapon option. A creature within 5 feet of the target can take an action to tend the wound with a successful WIS (Medicine) check (against your weapon option DC), ending the effect on the target. The effect also ends if the target receives any magical healing.
Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target must succeed on a STR or DEX save (target's choice) or its speed becomes 0 feet until the end of its next turn. A creature, including the target, can use its action to attempt to free the target with a STR (Athletics) check or a DEX (Acrobatics) check (the creature's choice) versus the attacker's weapon option DC. On a success, the target is freed and can move as normal. A target must make only one check to free itself, using the highest DC of characters performing this weapon option, regardless of the number of arrows or bolts holding it in place.
Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target is pulled up to 5 feet closer to you. If this movement would pull a creature into damaging terrain, such as lava or a pit, it can make a STR or DEX (target's choice) save to avoid the pull on a success.
Make an attack roll with this weapon against a target you can see that has half or three-quarters cover. Your chosen target must be within 10 feet of another object or structure that isn't the same item providing it with cover. When you do so, you can treat the target's AC as if it wasn't behind cover. If the attack is successful, the target takes damage from the attack as it would with a standard weapon attack. This weapon option expends the same ammunition as a normal attack with this weapon.
Make an attack roll with this weapon against a Large or smaller creature. On a hit, the target must succeed on a STR or DEX save (target's choice) or fall prone. If the target is mounted, it has advantage on the save.
Many weapons have special properties that affect their use, as shown in the Properties column of the Weapons table.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. Each time you attack with the weapon, you expend one piece of ammunition. You need a free hand to load a one-handed weapon, and drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of an encounter, you can recover half your expended ammunition by taking 1 minute to search the battlefield.
If you use a weapon with the Ammunition property to make a melee attack, treat it as an improvised weapon. A sling must be loaded to deal damage when used as an improvised weapon.
Finesse. When making an attack with a Finesse weapon, use your choice of your STR or DEX modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy. Small creatures have disadvantage on attack rolls with Heavy weapons. Tiny creatures can't wield Heavy weapons.
Light. A Light weapon is needed for use with two-weapon fighting.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range and up to its long range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Reach. This weapon adds 5 feet to your reach when you make melee attacks with it, as well as when determining your reach for opportunity attacks with it.
Special (Lance). You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Thrown. You can throw a weapon with the Thrown property to make a ranged attack. If the weapon can also be a melee weapon, use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe or javelin, use your STR modifier, but if you throw a dagger, you can use either your STR or DEX modifier, since the dagger has the Finesse property.
Two-Handed. This weapon requires you to use two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. These weapons have two damage values listed. The higher damage value is used when you use two hands to make a melee weapon attack.
| WEAPON | COST | DAMAGE | WEIGHT | WEAPON OPTION | PROPERTIES |
|---|---|---|---|---|---|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Bash | Light |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Pinning Shot | Finesse, Light, Thrown (range 20/60 ft.) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Bash | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Hamstring | Light, Thrown (range 20/60 ft.) |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Pinning Shot | Thrown (range 30/120 ft.) |
| Light hammer | 2 sp | 1d4 bludgeoning | 2 lb. | Bash | Light, Thrown (range 20/60 ft.) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Bash | - |
| Quarterstaff | 2 sp | 1d6/1d8 bludgeoning | 4 lb. | Bash | Versatile |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Hamstring | Light |
| Spear | 1 gp | 1d6/1d8 piercing | 3 lb. | Pull, Trip | Reach, Versatile |
| WEAPON | COST | DAMAGE | WEIGHT | WEAPON OPTION | PROPERTIES |
|---|---|---|---|---|---|
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | - | Ammunition (range 80/320 ft.), Loading, Two-handed |
| Dart | 5 cp | 1d4 piercing 1/4 lb. | - | - | Finesse, Thrown (range 20/60 ft.) |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | - | Ammunition (range 80/320 ft.), Two-handed |
| Sling | 1 sp | 1d4 bludgeoning | - | Ricochet Shot | Ammunition (range 30/120 ft.) |
| WEAPON | COST | DAMAGE | WEIGHT | WEAPON OPTION | PROPERTIES |
|---|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8/1d10 slashing | 4 lb. | Disarm, Hamstring | Versatile |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Bash, Disarm | - |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Trip | Heavy, Reach, Two-handed |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Disarm, Hamstring | Heavy, Two-handed |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Disarm, Hamstring | Heavy, Two-handed |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Trip | Heavy, Reach, Two-handed |
| Lance | 10 gp | 1d12 piercing | 6 lb. | - | Reach, Special |
| Longsword | 15 gp | 1d8/1d10 slashing | 3 lb. | Disarm, Hamstring | Versatile |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Bash, Disarm | Heavy, Two-handed |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | Disarm | - |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Trip | Heavy, Reach, Two-handed |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Disarm | Finesse |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Hamstring | Finesse, Light |
| Scythe | 20 gp | 2d4 slashing | 4 lb. | Pull, Trip | Reach, Two-handed |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Disarm | Finesse, Light |
| Trident | 5 gp | 1d6/1d8 piercing | 4 lb. | Disarm | Thrown (range 20/60 ft.), Versatile |
| War pick | 5 gp | 1d8 piercing | 2 lb. | Disarm | - |
| Warhammer | 15 gp | 1d8/1d10 bludgeoning | 2 lb. | Bash, Disarm | Versatile |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Pull, Trip | Finesse, Reach |
| WEAPON | COST | DAMAGE | WEIGHT | WEAPON OPTION | PROPERTIES |
|---|---|---|---|---|---|
| Blowgun | 10 gp | 1 piercing | 1 lb. | - | Ammunition (range 25/100 ft.), Loading |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Pinning Shot | Ammunition (range 30/120 ft.), Light, Loading |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Pinning Shot | Ammunition (range 100/400 ft.), Heavy, Loading, Two-handed |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Pinning Shot | Ammunition (range 150/600 ft.), Heavy, Two-handed |
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 DEX (Sleight of Hand) check to extinguish the flames.
Antitoxin. A creature that drinks this vial of liquid gains advantage on saves against poison for 1 hour. It confers no benefit to Undead or Constructs. Arcane Focus. This item can be used as a spellcasting focus to channel Arcane spells. Examples include an orb, a crystal, a rod, a specially made staff, or a wooden wand.
Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area, 10 feet on a side. A creature moving in this area must succeed on a DC 10 DEX save or fall prone. A creature moving in the area at half speed doesn't need to make the save.
Block and Tackle. This is a set of pulleys with a cable threaded through them and a hook to attach to items. A block and tackle allows you to hoist up to four times the weight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a field of lore, diagrams, notes on contraptions, or just about anything that can be represented using text or pictures. A spellbook is a separate item described later in this section.
Caltrops. As an action, you can spread a bag of caltrops to cover a 5-foot-square area. A Large or smaller creature that enters the area must succeed on a DC 15 DEX save or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper.
Chain. A chain is an object that has AC 20 and 10 HP. It can be broken as an action with a successful DC 20 STR (Athletics) check.
Climber's Kit. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself to a solid surface within 5 feet of you (this surface can't be part of a creature); when you do, you can't fall more than 25 feet from your anchor point, and you can't climb more than 25 feet away from that point without undoing the anchor.
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those material components that have a listed gp cost (as indicated in a spell's description).
Crowbar. Using a crowbar grants advantage to STR checks where the crowbar's leverage can be applied. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, iron hooks, lead sinkers, velvet lures, and netting.
Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has 10 uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 HP without needing to make a WIS (Medicine) check.
Holy Symbol. This item can be used as a spellcasting focus to channel Divine spells. Examples include an amulet depicting a deity's symbol, that same symbol engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.
Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw the flask up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a Fiend or Undead, it takes 2d6 radiant damage-otherwise, the water has no effect. A creature that can cast at least one 1st-circle Divine spells can create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st ircle spell slot.
Hunting Trap, Basic. As an action, you can set a trap in an unoccupied space within 5 feet of you. When set, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. A Large or smaller creature that enters the trap's space must succeed on a DC 13 DEX save or take 1d4 piercing damage and become grappled until freed. A creature can use its action to make a DC 13 STR (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Lamp. While lit, a lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye. While lit, a bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. While lit, a hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 DEX (Thieves' Tools) check. Your GM can decide that better locks are available for higher prices.
Magnifying Glass. This lens allows a closer look at small items. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires sunlight to focus, tinder to light, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Manacles. These metal restraints can bind a Small or Medium creature. To escape the manacles, a creature must use their action to make a successful DC 20 DEX (Sleight of Hand) check or break them with a successful DC 20 STR (Athletics) check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 DEX (Thieves' Tools) check. Manacles are an object that has AC 19 and 15 HP.
Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together; one side can be used as a cooking pan and the other as a plate or shallow bowl.
Net. As an action, you can throw a net at a Large or smaller creature within 15 feet of you. The net has no effect on creatures that are formless or incorporeal (like ghosts). Make a ranged attack against the creature, treating the net as an improvised weapon. On a hit, the target is restrained until it is freed. A creature can use its action to make a DC 10 STR (Athletics) check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash oil onto a creature within 5 feet of you or throw the flask up to 20 feet, shattering on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Poison, Basic (Injury). You can use the poison in this vial to coat one weapon or up to three pieces of ammunition that deal piercing or slashing damage. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a DC 10 CON save or take 1d4 poison damage (in addition to the weapon's normal damage). Once applied, the poison retains potency for 1 minute before drying.
Poison, Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 CON save or be poisoned for 8 hours. The poisoned creature is unconscious. The unconscious effect ends if the creature takes damage or if another creature takes an action to shake it awake.
Poison, Last Gasp (Contact). A creature subjected to this poison must succeed on a DC 13 CON save or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the save at the end of each of its turns, ending both effects on a success.
Poison, Midnight Tears (Ingested). A creature who ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 CON save, taking 31 (9d6) poison damage on a failure or half as much damage on a success.
Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. For more information about this item, see potion of healing in the Magic Item Descriptions.
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
Primordial Focus. This item can be used as a spellcasting focus to channel Primordial spells. Examples include a totem made from natural materials like feather or bone, a wooden staff carved from a living tree, or a yew wand.
Quiver. A quiver can hold up to 20 arrows or 20 crossbow bolts.
Ram, Portable. You can use a portable ram to break down doors. You have advantage on relevant STR (Athletic) checks made to do so.
Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. One unit of rations is enough to feed one Medium or smaller creature for one day.
Rope. Rope is an object with AC 11 and 2 HP. It can be burst with a DC 17 STR (Athletics) check. Scale, Merchant's. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 lb. With it, you can measure the exact weight of suitably sized objects, such as raw precious metals or trade goods, to help determine their worth.
Spellbook. A spellbook is a leather‑bound tome with 100 blank pages suitable for recording spells. Spyglass. Objects viewed through a spyglass are magnified to twice their size. A spyglass grants advantage on any ability check made to view or inspect items that are far away.
Tent. A simple, portable canvas shelter that sleeps two Medium or smaller creatures.
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Wyrd Focus. This item can be used as a spellcasting focus to channel Wyrd spells. Examples include an amulet carved from bone, a charm bag filled with rare herbs and crystals, or a wand made of starmetal.
| GEAR | COST | WEIGHT |
|---|---|---|
| Abacus | 2 gp | 2 lb. |
| Alchemical Concoctions | ||
| Acid (vial) | 25 gp | 1 lb. |
| Alchemist’s fire (flask) | 50 gp | 1 lb. |
| Oil (flask) | 1 sp | 1 lb. |
| Ammunition | ||
| Arrows (20) | 1 gp | 1 lb. |
| Blowgun needles (50) | 1 gp | 1 lb. |
| Crossbow bolts (20) | 1 gp | 1 1/2 lb. |
| Sling bullets (20) | 4 cp | 1 1/2 lb. |
| Ball bearings (bag of 1,000) | 1 gp | 2 lb. |
| Bedroll | 1 gp | 7 lb. |
| Bell | 1 gp | - |
| Blanket | 5 sp | 3 lb. |
| Block and tackle | 1 gp | 5 lb. |
| Book | 25 gp | 5 lb. |
| Caltrops (bag of 20) | 1 gp | 2 lb. |
| Candle | 1 cp | - |
| Case, map or scroll | 1 gp | 1 lb. |
| Chain (10 feet) | 5 gp | 10 lb. |
| Chalk (1 piece) | 1 cp | - |
| Climber’s kit | 25 gp | 12 lb. |
| Clothes, common | 5 sp | 3 lb. |
| Clothes, costume | 5 gp | 4 lb. |
| Clothes, fine | 15 gp | 6 lb. |
| Component pouch | 25 gp | 2 lb. |
| Containers | ||
| - Backpack | 2 gp | 5 lb. |
| - Barrel | 2 gp | 70 lb. |
| - Basket | 4 sp | 2 lb. |
| - Bottle, glass | 2 gp | 2 lb. |
| - Chest | 5 gp | 25 lb. |
| - Flask or tankard | 2 cp | 1 lb. |
| - Jug or pitcher | 2 cp | 4 lb. |
| - Pot, cooking | 2 gp | 10 lb. |
| - Pouch | 5 sp | 1 lb. |
| - Sack | 1 cp | 1/2 lb. |
| - Vial | 1 gp | - |
| - Waterskin (full) | 2 sp | 5 lb. |
| Crowbar | 2 gp | 5 lb. |
| Fishing tackle | 1 gp | 4 lb. |
| Hammer | 1 gp | 3 lb. |
| Healer’s kit | 5 gp | 3 lb. |
| Herbal Concoctions | ||
| - Antitoxin (vial) | 50 gp | - |
| - Perfume (vial) | 5 gp | - |
| - Poison, basic (vial) | 5 gp | - |
| - Poison, essence of ether (vial) | 300 gp | - |
| - Poison, last gasp (vial) | 200 gp | - |
| - Poison, midnight tears (vial) | 1,500 gp | - |
| Holy water (flask) | 25 gp | 1 lb. |
| Hourglass | 25 gp | 1 lb. |
| Hunting trap, basic | 5 gp | 25 lb. |
| Ink (1-ounce bottle) | 10 gp | - |
| Ink pen | 2 cp | - |
| Ladder (10-foot) | 1 sp | 25 lb. |
| Lamp | 5 sp | 1 lb. |
| Lantern, bullseye | 10 gp | 2 lb. |
| Lantern, hooded | 5 gp | 2 lb. |
| Lock | 10 gp | 1 lb. |
| Magnifying glass 1 | 00 gp | - |
| Manacles | 2 gp | 6 lb. |
| Mess kit | 2 sp | 1 lb. |
| Mirror, compact | 5 gp | 1/2 lb. |
| Net | 1 gp | 3 lb. |
| Paper (one sheet) | 2 sp | - |
| Pick, miner’s | 2 gp | 10 lb. |
| Piton | 5 cp | 1/4 lb. |
| Pole (10-foot) | 5 cp | 7 lb. |
| Potion of healing | 50 gp | 1/2 lb. |
| Quiver | 1 gp | 1 lb. |
| Ram, portable | 4 gp | 35 lb. |
| Rations (1 day) | 5 sp | 2 lb. |
| Rope (50 feet) | 1 gp | 10 lb. |
| Sealing wax | 5 sp | - |
| Scale, merchant’s | 5 gp | 3 lb. |
| Shovel | 2 gp | 5 lb. |
| Signal whistle | 5 cp | - |
| Signet ring | 5 gp | - |
| Soap | 2 cp | - |
| Spellbook | 50 gp | 3 lb. |
| Spellcasting Foci | ||
| - Arcane focus | 5 gp | 2 lb. |
| - Holy symbol | 5 gp | 2 lb. |
| - Primordial focus | 5 gp | 2 lb. |
| - Wyrd focus | 5 gp | 2 lb. |
| Spikes, iron (10) | 1 gp | 5 lb. |
| Spyglass | 1,000 gp | 1 lb. |
| Tent, two-person | 2 gp | 20 lb. |
| Tinderbox | 5 sp | 1 lb. |
| Torch | 1 cp | 1 lb. |
| Whetstone | 1 cp | 1 lb. |
| CONTAINER | VOLUME CAPACITY | WEIGHT CAPACITY |
|---|---|---|
| Backpack | 1 cubic foot | 30 lb. |
| Barrel | 4 cubic feet or 40 gallons | 300 lb. |
| Basket | 2 cubic feet | 40 lb. |
| Bottle, flask, or tankard | 1 pint | 1 lb. |
| Chest | 12 cubic feet | 300 lb. |
| Jug, pitcher, or pot | 1 gallon | 8 lb. |
| Pouch | 1/5 cubic foot | 6 lb. |
| Sack | 1 cubic foot | 30 lb., |
| Vial | 4 oz | 1/4 lb. |
| Waterskin | 4 pints | 4 lb. |
Sometimes a tool is a single item, like a musical instrument. Other times a tool encompasses a kit or set of supplies containing multiple items. When using a tool, you must have all of its component items to make ability checks with it.
Just like skills, you don't need to be proficient in a tool to use it, but proficiency with a tool allows you to add your PB to ability checks you make using that tool.
Also, like skills, tools aren't tied to specific ability scores. The ability score assigned to each ability check using a tool depends on what you are trying to accomplish. For example, when using construction tools, the GM might ask you to make a STR (Construction Tools) check to hammer nails into a hard surface, but ask for a DEX (Construction Tools) check to use the same tools to carve a wooden sculpture.
Alchemist tools are used to perform a variety of tasks such as identifying potions or foreign substances, mixing reagents together to cause alchemical reactions, and crafting alchemical substances.
Associated Abilities: DEX, INT.
Components. This tool kit includes an array of mixing and storage vessels, an alembic still, a metal frame for holding a mixing vessel above a flame, a mortar and pestle, and a variety of common alchemical reagents.
Craft Items. Alchemist tools can be used to make items like those listed in the Alchemical Concoctions section of the Adventuring Gear table, with the crafting downtime activity.
Artist tools are used to create illustrated art objects and ornamental documents, pen illuminated texts, and skillfully paint objects.
Associated Abilities: DEX, CHA.
Components. This tool kit includes brushes, spades, stirrers, inks, paints, a square and triangle, a canvas stretcher and an easel, and rolls of vellum, parchment, and canvas.
Craft Items. Artist tools can be used to make art objects with the crafting downtime activity.
Charlatan tools are used to craft disguises and forge documents.
Associated Abilities: DEX, CHA.
Components. This tool kit includes hair dyes, small props, cosmetics, a few choice articles of clothing, a selection of wax seals, gold and silver leaf, inks, a variety of parchments, and sculpting tools to fashion melted wax into seals or prosthetics.
Create Disguise. Over the course of an hour (which can be done as part of a rest) you can create a disguise to make yourself or someone else-including any clothing or equipment-look like a different creature. A disguise can make a creature seem slightly taller, shorter, fatter, or thinner, but can't conceal true size or basic arrangement of limbs. It takes 1 minute to don such a disguise once created. A set of charlatan tools only has enough materials to create one disguise at a time, but you can disassemble a disguise to create a new disguise as part of the time spent making a disguise. A creature can use its action to inspect a disguised appearance, and must succeed on an INT (Investigation) contest versus your DEX (Charlatan Tools) to discern a disguise.
Forge Documents. Over the course of one hour (which can be done as part of a rest) you can create a simple false document of 5 pages or less-like a personal letter, a party invitation, or a sales permit. With the GM's permission you can create longer or more complicated documents over the course of several hours or days. A creature can use its action to inspect a forged document, and must succeed on an INT (Investigation) contest versus your DEX (Charlatan Tools) check to discern a forgery.
Clothier tools are used to sew, make, or tailor fabric objects such as clothing or shoes.
Associated Abilities: DEX, CHA.
Components. This tool kit includes pins and needles, specially sharpened shears, a small hammer and shoe horn, a variety of dyed threads on spools, and thicker waxed threads and yarns.
Craft Items. Clothier tools can be used to make items with the crafting downtime activity.
Construction tools are used to build and repair items primarily made of wood or stone.
Associated Abilities: STR, DEX.
Components. This tool kit includes hammers and a mallet, a variety of fasteners, a square and triangle, chisels, a saw, brushes, and spades.
Fortify. You can spend 1 minute fortifying a chest, door, window, or other sealable object or structure. When you do so, the object's AC increases by an amount equal to your PB or creatures have disadvantage on STR (Athletics) checks made to penetrate the fortification (the GM decides which is more relevant). An item doesn't receive additional benefits from multiple attempts to fortify it.
Build Cover. You can spend 1 hour (which can be done as part of a long rest) erecting a 5-foot by 5-foot wall panel in an unoccupied space, provided you have the raw materials to do so. The panel provides three-quarters cover for one Medium or smaller creature, and it can't be moved. A panel of cover created with this feature is an object with an AC equal to 10 + your PB and 15 HP if made of wood or 25 HP if made of stone. It is immune to psychic and poison damage.
Craft Items. Construction tools can be used to make items with the crafting downtime activity.
Gaming sets are used to gamble, entertain, or engage in fortune-telling. There are three types: cards, dice, and board games. When you have proficiency in a gaming set, choose one type for your proficiency, not all gaming sets. You must have multiple proficiencies to have proficiency with more than one type of gaming set.
Associated Abilities: DEX, CHA.
Components. A gaming set is typically a full set of cards, a full set of dice with a dice cup, or a collection of special pieces used to play a particular game. If you are unsure what to choose, consult your GM about games and game sets played in the world of your game.
Herbalist tools are used to store and brew plants and other organic materials into potions, antidotes, and poisons.
Associated Abilities: INT, WIS.
Components. This tool kit includes glass vials, a mortar and pestle, pouches for ingredient storage, clippers, a pair of leather gloves, and a small pot for brewing.
Craft Items. Herbalist tools can be used to make items like those listed in the Herbal Concoctions section of the Adventuring Gear table, with the crafting downtime activity.
Musical instruments come in many shapes and sizes with varying regional and cultural popularity. When you have proficiency in a musical instrument, choose one type: strings, brass, woodwinds, percussion, or keyboard instruments. You must have multiple proficiencies to have proficiency with more than one type of instrument.
Associated Abilities: DEX, CHA.
Components. A musical instrument typically includes an instrument, a protective case, and any small pieces necessary for play, such as picks or reeds.
Navigator tools are used to read and draw maps, find your path or prevent you from becoming lost, and determine likely locations on a map for secret doors or hidden features.
Associated Abilities: INT, WIS.
Components. This tool kit includes quills, ink, and parchment along with two compasses, calipers, and a ruler as well as a sextant or telescope.
Draw Map. Navigator tools can be used to create accurate maps while traveling, which grant advantage on checks made to prevent becoming lost.
Provisioner tools are used to prepare meals, make rations, and craft beverages.
Associated Abilities: CON, WIS.
Components. This tool kit includes a large jug, several jars, a siphon with several feet of tubing, a rolled set of knives for chopping, sawing, paring, and deboning, a metal soup pot and a large skillet, a small bundle of spoons, spatulas, ladels, and whisks, several mixing bowls, a cutting board, and quantities of hops, dried herbs, and powdered spices.
Craft Items. Provisioner tools can be used to make items with the crafting downtime activity.
Smithing tools are used to build and repair items primarily made of metal. The use of smithing tools typically requires a dedicated forge, furnace, or some other source of intense heat. A campfire is only suitable for the smallest tasks like spot repairs.
Associated Abilities: DEX, CON.
Components. This tool kit includes a small anvil, tongs, hammers, heat-resistant hide or cloth towels, calipers, and billows.
Craft Items. Smithing tools can be used to make items with the crafting downtime activity.
Trapper tools are used to set hunting traps, harvest hides or fur, and craft or repair leather goods like armor, pouches, or sturdy garments.
Associated Abilities: DEX, WIS.
Components. This tool kit includes a knife, a small shovel, a wooden mallet, a small bundle of edgers, hole punchers, and sturdy needles, thread, leather scraps, a 30-ft. length of strong cord, a quantity of salt, and tanning oil.
Craft Items. Trapper tools can be used to make items with the crafting downtime activity.
Thieves' tools are used to pick locks, disable traps, and sabotage unattended items like saddles and doffed armor.
Associated Abilities: DEX, INT.
Components. This kit includes a roll of lockpicks and probes, a small, telescoping mirror on a pole, several triangular files, a long set of scissors, and a pair of pliers.
Disarm Traps. Thieves' tools can be used to disarm traps.
Pick Locks. Thieves' tools can be used to pick locks. If no DC to pick a lock is provided, a standard nonmagical lock can be opened with a DC of 15.
Tinker tools are used to construct mechanical or clockwork devices, repair damaged devices, or determine how to use unfamiliar mechanical or clockwork systems.
Associated Abilities: DEX, INT.
Components. This tool kit includes an array of hand tools, an array of files, pliers, tweezers, etching styluses, threads, needles, cloth and leather scraps, glue, loose cogs and pins, and a few sheets of thinly hammered metal.
Craft Items. Tinker tools can be used to make items with the crafting downtime activity.
| Tool | Cost | Weight |
|---|---|---|
| Alchemist tools | 50 gp | 8 lb. |
| Artist tools | 10 gp | 5 lb. |
| Charlatan tools | 25 gp | 3 lb. |
| Clothier tools | 10 gp | 10 lb. |
| Construction tools | 10 gp | 8 lb. |
| Gaming set | ||
| - Card set | 5 sp | — |
| - Dice set | 1 sp | — |
| Smithing tools | 20 gp | 8 lb. |
| Herbalist tools | 5 gp | 3 lb. |
| Musical instruments | ||
| - Bagpipes | 30 gp | 6 lb. |
| - Drum | 6 gp | 3 lb. |
| - Flute | 2 gp | 1 lb. |
| - Lute | 35 gp | 2 lb. |
| - Lyre | 30 gp | 2 lb. |
| - Horn | 3 gp | 2 lb. |
| Navigator tools | 25 gp | 2 lb. |
| Provisioner tools | 20 gp | 9 lb. |
| Trapper tools | 5 gp | 5 lb. |
| Thieves’ tools | 25 gp | 1 lb. |
| Tinker tools | 50 gp | 10 lb. |
| MOUNT | COST | SPEED (PER ROUND) | CARRYING CAPACITY |
|---|---|---|---|
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
| Horse, war 4 | 00 gp | 60 ft. | 540 lb. |
| Mastiff | 25 gp | 40 ft. | 195 lb. |
| Pony | 30 gp | 40 ft. | 225 lb. |
Barding. Barding is armor designed to protect a mount's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost of barding is four times the equivalent armor made for Humanoids and weighs twice as much.
Drawn Objects. A mount pulling a drawn object like a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the drawn object. If multiple animals pull the same object, they can add their carrying capacity together.
Saddle. A saddle braces the rider, helping you keep your seat in battle. It gives you advantage on any ability check or save you make to remain mounted. At the GM's discretion, a saddle crafted for an unusually sized or shaped mount might double or triple the cost.
| ITEM | COST | WEIGHT |
|---|---|---|
| Barding | ×4 (base armor cost) | ×2 (base armor weight) |
| Drawn Objects | ||
| - Carriage | 100 gp | 600 lb. |
| - Cart | 15 gp | 200 lb. |
| - Chariot | 250 gp | 100 lb. |
| - Sled | 20 gp | 300 lb. |
| - Wagon | 35 gp | 400 lb. |
| Feed (per day) | 5 cp | 10 lb. |
| Saddle | 10 gp | 25 lb. |
| Stabling (per day) | 5 sp | - |
Skilled Hirelings. Skilled hirelings come with a proficiency (armor, weapon, tool, vehicle, or skill). A mercenary, artisan, or scribe would be skilled. The pay shown is a minimum; true experts might require double or even triple pay.
Untrained Hirelings. Untrained hirelings are hired for physical work that doesn't require specialized study. Examples include laborers, porters, or waiters.
| SERVICE | COST |
|---|---|
| Coach cab | |
| - Between towns | 3 cp per mile |
| - Within a city | 1 cp |
| Hireling | |
| - Skilled | 2 gp per day |
| - Untrained | 2 sp per day |
| Messenger | 2 cp per mile |
| Road or gate toll | 1 cp |
| Ship's passage | 1 sp per mile |
The Spellcasting Services table provides a rough pricing guide for spellcasting services, but the GM has final say on pricing and availability.
| Spell Circle | Price |
|---|---|
| Cantrip | 10 gp + material components cost |
| 1st | 50 gp + material components cost |
| 2nd | 100 gp + material components cost |
| 3rd | 200 gp + material components cost |
| 4th | 350 gp + material components cost |
| 5th | 650 gp + material components cost |
| 6th | 1,500 gp + material components cost |
| 7th | Priceless |
| 8th | Priceless |
| 9th | Priceless |
Prices on this table are for individual food items and a single night's lodging.
| ITEM | COST |
|---|---|
| Ale | |
| - Pitcher (gallon) | 2 sp |
| - Mug | 4 cp |
| Inn stay (per day) | |
| - Typical room | 5 sp |
| - Luxury room | 2 gp |
| Meals (per day) | |
| - Meal, common | 3 sp |
| - Meal, feast | 8 sp |
| Wine | |
| - Common (pitcher) | 2 sp |
| - Fine (bottle) | 10 gp |
Siege weapons are a unique type of object that functions similarly to a standard weapon.
Each siege weapon has the following characteristics.
Every siege weapon has a listed size just like creatures do. Every siege weapon is an object.
Each siege weapon has an AC that determines how difficult it is to hit. In addition, siege weapons have a damage threshold that represents the damage amount that must be met before the siege weapon loses hit points. If the siege weapon is hit by a single instance of damage that fails to meet its damage threshold, it instead takes no damage. A siege weapon's damage threshold appears in parenthesis next to its AC.
This works like creature hit points, though a siege weapon is destroyed when it drops to 0 HP. A damaged siege weapon can be repaired in the same way a vehicle can. A siege weapon reduced to 0 HP is beyond repair.
Like creatures, siege weapons can be vulnerable, resistant, and immune to certain damage types or conditions. Like most items, siege weapons are immune to poison and psychic damage and to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious. Instead of writing all those immunities in each stat block, a siege weapon that fits this standard has Siege Weapon Resilience in the Immune line of its stat block.
Siege weapons don't have actions, but they can be used to create unique effects or to make special attacks. Most siege weapons require at least two actions to use such special features, and armies employing siege weapons tend to have full crews operating them to ensure the siege weapon never ceases firing. The siege weapon's statistics detail if the siege weapon can't be used more than once each round.
Siege Weapon Damage. If a siege weapon deals damage, that damage is doubled against objects and structures.
Siege weapons are standalone objects that are most often affixed to a structure, such as a hanging cauldron on a castle wall. While some siege weapons can have wheels, siege weapons don't have a speed and must be carried or moved by creatures or vehicles.
Siege weapons can be mounted on vehicles large enough to support them. To affix a siege weapon to a vehicle, the vehicle must be at least one size category larger than the siege weapon. The siege weapon costs the same whether it is by itself or affixed to a vehicle. A creature using a siege weapon affixed to a vehicle can use the vehicle's STR modifier instead of the siege weapon's standard attack bonus if the vehicle's bonus is higher, and the attacker can add the vehicle's STR modifier to the damage dealt by the siege weapon.
| Item | Cost |
|---|---|
| Ballista | 500 gp |
| Battering Ram | 60 gp (75 gp on wheeled frame) |
| Hanging Cauldron | 50 gp |
| Mangonel | 750 gp |
| Trebuchet | 1,200 gp |
This section contains several common siege weapons.
Large Object
Armor Class 15 (damage threshold 5)
Hit Points 50
Immune Siege Weapon Resilience
Ballistae resemble oversized crossbows, capable of firing massive bolts. These siege weapons are common fixtures on the decks of sailing vessels and other combat-ready vehicles. To fire a ballista, one action must be used to load it, and a second action must be spent to use its Bolt attack.
Bolt. Ranged Weapon Attack: +6 hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Large Object
Armor Class 17 (damage threshold 10)
Hit Points 100
Immune Siege Weapon Resilience
Battering rams are oblong constructions of metal and wood used to break through doors, walls, and similar barriers. A battering ram can be fixed in place by suspending it from chains affixed to a ceiling or it can be made portable by affixing it to a wheeled wooden framework. Regardless of how it is supported, at least six Medium creatures or two Large or larger creatures must be within 5 feet of the battering ram and spend at least half their movement speed on their turn to operate the ram. Once the required number of creatures have spent their movement, one of the operators must spend an action to use the Ram attack. A battering ram can perform the Ram action only once per round.
Ram. Melee Weapon Attack: +8 hit, reach 10 ft., one target. Hit: 27 (5d10) bludgeoning damage.
Medium Object
Armor Class 19 (damage threshold 5)
Hit Points 50
Immune Siege Weapon Resilience
Hanging cauldrons are deep iron pots suspended from a fixed metal frame. While the weight of the cauldron is supported by the frame, it is constructed to allow an operator to easily tip the vessel, pouring its contents onto targets that pass below. Before a cauldron can be used, it must be filled with at least 8 gallons of liquid (one fifth of a standard barrel). Pouring 8 gallons of liquid into the cauldron takes one action. The cauldron can hold up to 24 gallons of liquid at once. Once filled, a creature within 5 feet of the cauldron can use an action to cause one of the following effects (determined by the liquid type). Each use of the cauldron expends 8 gallons of liquid, regardless of type.
Boiling Water. Scalding-hot water spills out of the cauldron in a 10-foot-radius cylinder centered on a point on the ground directly beneath the cauldron. The cylinder's height is equal to the distance, in feet, between that point and the bottom of the cauldron. Each creature in the area must make a DC 15 DEX save, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.
Grease. Slippery cooking grease spills out of the cauldron, splattering in a 5-foot radius area centered on a point on the ground directly beneath the cauldron. The area is difficult terrain for 1 minute. Each creature in the area when the grease is poured must succeed on a DC 13 DEX save or fall prone. For the duration, a creature that enters the area or ends its turn there must also succeed on a DC 13 DEX save or fall prone.
Flaming Oil. Flaming oil spills out of the cauldron in a 5-foot-radius cylinder centered on a point on the ground directly beneath the cauldron. The cylinder's height is equal to the distance, in feet, between that point and the bottom of the cauldron. Each creature in the area must make a DC 15 DEX save. On a failure, a creature takes 11 (2d10) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Flammable objects in the area also catch on fire. A creature or object on fire takes 5 (1d10) fire damage at the start of each of its turns. A creature, including the creature on fire, can take its action to extinguish the fire, ending the effect.
Large Object
Armor Class 15 (damage threshold 7)
Hit Points 100
Immune Siege Weapon Resilience
Mangonels are catapults capable of hurling heavy stones (or similar projectiles) incredible distances. Given the high arc of this fire, mangonels are ideal for firing over walls or other forms of cover. To fire a mangonel, one action must be used to load it, and a second action must be spent to use its Launch attack. The mangonel can't target creatures, objects, vehicles, or structures within 60 feet of it.
Launch. Ranged Weapon Attack: +5 hit, range 200/800 ft., one target. Hit: 33 (6d10) bludgeoning damage.
Huge Object
Armor Class 10 (damage threshold 15)
Hit Points 150
Immune Siege Weapon Resilience
Trebuchets are massive and powerful catapults capable of hurling boulders, barrels, and similar projectiles incredible distances. To fire a trebuchet, two actions must be used to load it, one action is required to aim it, and finally, one action must be spent to use its Hurl attack. The trebuchet can't target creatures, objects, vehicles, or structures within 60 feet of it.
Hurl. Ranged Weapon Attack: +8 hit, range 300/1,200 ft., one target. Hit: 55 (10d10) bludgeoning damage. Each creature within 5 feet of the target must succeed on a DC 15 DEX save or take bludgeoning damage equal to half the damage dealt by the attack.
Vehicle Proficiency. Vehicle proficiency works just like tool proficiency. When you have proficiency in a vehicle, choose one type: land or water. You must have multiple proficiencies to have proficiency with more than one type of vehicle.
Vehicle proficiency allows you to add your PB to any check you make to control all vehicles of that type in difficult circumstances. You can also repair damaged vehicles of that type.
Each vehicle has the following characteristics.
Every vehicle has a listed size just like creatures do.
A vehicle is made to traverse a particular terrain. This is represented by a vehicle's type, which can include one or more of the following options.
Land. A land vehicle can travel on solid surfaces and across physical terrain. Such vehicles include war wagons and sand skimmers. If a land vehicle can traverse horizontal and upside-down surfaces, it has a climbing speed. If it can travel underground, it has a burrowing speed.
Water. A water vehicle can travel on or below water or other liquid surfaces. These include ships and submersibles. If a water vehicle can travel while submerged, it has a swimming speed.
Each vehicle has an armor class (AC) which determines how difficult it is to hit. In addition, vehicles have a damage threshold which represents the damage amount that must be met before the vehicle loses hit points. If the vehicle is hit by a single instance of damage that fails to meet its damage threshold, it instead takes no damage. A vehicle's damage threshold appears in parentheses next to the vehicle's AC.
This works like creature hit points, though a vehicle is destroyed when it drops to 0 HP. A vehicle reduced to 0 HP is beyond repair (see Vehicle Repairs in this section).
A vehicle's movement is measured in feet and miles per hour. The speed in feet is for use in combat or any encounter that requires initiative. The miles per hour and per day measurements are used when traveling long distances (see Travel Pace).
Like creatures, vehicles can be vulnerable, resistant, and immune to certain damage types or conditions. Like most items, vehicles are immune to poison and psychic damage, and the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious. Instead of writing all those immunities out in each stat block, a vehicle that fits this standard has Vehicle Resilience in the Immune line of its stat block.
Each vehicle has a set count for when it acts in initiative and loses ties with non-vehicles. In case of ties between vehicles, the GM determines their initiative order. For more on initiative rules, see the Initiative section.
A vehicle needs a crew to operate. It can't move or take actions on its turn unless it has the number of required crew members. A crew member doesn't roll their own initiative in combat since their actions and movement are fully dedicated to operating the vehicle.
A crew member must be capable of performing their tasks. A Beast, for example, is unlikely to have the skills necessary to operate a vehicle with complex mechanical controls. While there are no specifically designated roles for each vehicle or vessel, the GM has final say on whether a creature qualifies as a crew member.
Some vehicles can carry passengers in addition to crew. This section assumes the passengers are Small or Medium creatures.
Cargo capacity refers to the carrying capacity of nonessential goods and materials. This capacity is measured in pounds or tons; however, a GM can rule that the nature of a vehicle prevents it from carrying certain kinds of cargo.
On each of its turns, a vehicle with the required number of crew members a vehicle can move up to its speed and use one action-just like a PC or monster.
While in initiative, at the start of a vehicle's turn, crew members can pick the direction they want the vehicle to go. Due to size and bulk, most vehicles can only use their movement to travel in a single direction during their turn. A vehicle with a full crew can move up to its speed on its turn. A vehicle with fewer than half its crew members can only move up to half its speed on its turn. A vehicle with no crew members has a speed of 0 feet.
Some vehicles have the Maneuverable trait which allows them to turn and travel in different directions on the same turn. If a vehicle has the Maneuverable trait, it is noted in parentheses after its speed.
Outside of initiative, crew members can change a vehicle's direction as they wish.
When a vehicle is damaged, a creature with proficiency in that type of vehicle and the appropriate tools and materials can attempt to repair the vehicle in one of two ways: a patch job or replacing parts. Unless specified otherwise, a creature can't conduct repairs on a vehicle while it is moving or in use.
If the vehicle is damaged but has at least half its hit points (rounded down), a creature can spend 1 hour patching the damage. At the end of the hour, the vehicle regains a number of temporary hit points equal to its AC (up to the vehicle's hit point maximum). These temporary hit points last until depleted. A vehicle can only gain temporary hit points in this way once per day.
If a vehicle has taken damage and has fewer than half its hit points (rounded down), a creature can spend 1 hour or more and the necessary gp worth of spare parts to repair the damage. At the end of each hour, the vehicle regains hit points equal to its AC (up to the vehicle's hit point maximum). One hour of repairs requires spare parts worth a gp amount equal to 10 percent of the vehicle's base cost, as shown on the Vehicle Base Cost table.
| VEHICLE | Cost | Travel Speed (Per Hour) |
|---|---|---|
| Water Vehicles | ||
| - Galley | 30,000 gp | 4 mph |
| - Keelboat | 3,000 gp | 3 mph |
| - Keelboat (unarmed) | 2,500 gp | 3 mph |
| - Rowboat | 50 gp | 3 mph |
Galleys are massive vessels ideal for transporting cargo and used by merchants to carry trade goods. These weighty vessels are equipped with sails, but frequently rely on dozens of crew members rowing below decks for propulsion. Since galleys carry stores of cargo, they're almost always equipped with weaponry and defended by squadrons of hired swords.
Gargantuan Water Vehicle (130 ft. by 20 ft.)
Armor Class 15 (damage threshold 20) Hit Points 500 Speed 35 ft., 4 mph (96 miles per day) Immune Vehicle Resilience Initiative 4 Crew 80 Passengers 40 Cargo Capacity 150 tons
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | −2 | +1 | - | - | - |
Sails. While in initiative, the galley's speed is reduced to 15 ft. when sailing against the wind. While sailing with the wind, its speed becomes 50 feet.
On its turn, the galley can take two actions, choosing from the options below (it can take the same action multiple times). It can take only one action if it has fewer than 40 crew. It can't move or take actions if it has fewer than 3 crew.
Fire Ballista. Ranged Weapon Attack: +7 hit, range 120/480 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Fire Mangonels. Ranged Weapon Attack: +7 hit, range 200/800 ft. (can't hit targets within 60 feet), one target. Hit: 34 (5d10 + 7) bludgeoning damage.
Row. The galley takes the Dash action.
Keelboats are small sailing vessels that operate with minimal crew. Keelboats are good for day trips or transporting small amounts of cargo or passengers. The keelboat stat block included here is outfitted with a ballista, but less expensive keelboats without weaponry are commonly available for purchase.
Gargantuan Water Vehicle (60 ft. by 20 ft.)
Armor Class 15 (damage threshold 10) Hit Points 100 Speed 25 ft., 3 mph (72 miles per day) Immune Vehicle Resilience Initiative 7 Crew 3 Passengers 4 Cargo Capacity 1,000 lbs.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +7 | −3 | +5 | - | - | - |
Sails. While in initiative, the keelboat's speed is reduced to 15 ft. when sailing against the wind. While sailing with the wind, its speed becomes 50 feet.
On its turn, the keelboat can take one action, choosing from the options below. It can't take any actions if it has fewer than 2 crew.
Fire Ballista. Ranged Weapon Attack: +6 hit, range 120/480 ft., one target. Hit: 16 (3d10 + 6) piercing damage.
Row. The keelboat takes the Dash action.
Rowboats are powered by rowing and current. They can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shore. A rowboat weighs 100 pounds for portage purposes.
Large Water Vehicle (10 ft. by 5 ft.)
Armor Class 11 (damage threshold 0) Hit Points 50 Speed 15 ft. (maneuverable), 3 mph (72 miles per day) Immune Vehicle Resilience Initiative 8 Crew 2 Passengers 2 Cargo Capacity 500 lbs.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +0 | −1 | +0 | - | - | - |
Lightweight. If the rowboat is going downstream, add the speed of the current (typically 3 miles per hour) to its speed. The rowboat's speed is 0 ft. while traveling against any significant current.
Maneuverable. The rowboat can move up to its speed and make one 90-degree turn.
Row Hard. The rowboat takes the Dash action.
Presented here are rules for incorporating gunpowder and firearms into your game.
Early firearms use a paper "cartridge," a paper cylinder packed with an iron or lead ball, gunpowder, and a primer. To load a firearm, the wielder opens the paper cartridge, pours the gunpowder into the end of the barrel, followed by the ball and the paper. A rod is used to ram the ball and paper down the barrel. Hit or miss, ammunition from a firearm is destroyed once expended.
When a character makes a ranged attack with a firearm, the firearm releases a thunderous boom audible out to the weapon's maximum range. In addition, firearms release a small puff of smoke when fired.
A "firearm" is any ranged weapon with the Gunpowder weapon property. Firearms are designated as simple or martial ranged weapons similar to crossbows and other ranged weapons. A PC with simple or martial weapon proficiency also has proficiency with simple or martial firearms, respectively.
Here are some optional gunpowder rules:
When you roll a 1 on the d20 for an attack roll with a weapon with the Gunpowder property, the weapon misfires. The attack misses, and you can't use the weapon again until you spend an action to repair it. Repairing a firearm requires a successful DC 10 INT check using tinker tools. If the check fails, the weapon is jammed and can't be used again until the jam is cleared. Clearing a jammed weapon takes 10 minutes of work, using tinker tools.
A character can spend downtime pursuing the Training downtime activity to gain proficiency with martial firearms. Alternatively, training might result in the character becoming proficient with one or more specific firearms.
A character with a firearm would need to keep paper cartridges in a waterproof container or risk losing the ammunition each time the PC is in the rain or goes for a swim.
This section offers an additional weapon option compatible with certain firearms.
When you make an attack with this weapon, you can harmlessly discharge the weapon instead of dealing damage while aiming at a creature within the weapon's normal range. On a successful hit, the target must succeed on a CON save or have disadvantage on the next concentration check it makes before the start of your next turn.
The following section includes a new weapon property unique to the firearm weapons described in this book.
If you roll the highest possible number on an individual damage die (such as a 6 on a d6 or a 12 on a d12) when you attack with this weapon, you can roll that die again and add the result to the total. For example, if your 2d4 roll resulted in a 3 and 4, you can reroll the 4, adding the result to the current total of 7. When a damage die results in the highest possible number on the die, it is called a "burst."
If you roll the highest possible number again, you can roll the damage die again and add the result to the total, further increasing the weapon's damage. Any of the damage dice for this weapon, including extra dice such as from a critical hit or sneak attack, can burst and result in a reroll. For each attack you make with this weapon, you can reroll only a number of burst dice equal to your proficiency bonus, regardless of how many damage dice result in the highest possible number.
If a single attack with a weapon or item with this property hits multiple targets, the damage is treated as one attack or effect for the purposes of determining how many times the damage can experience a burst, regardless of how many targets take the damage.
Weapons with this property can be loaded with multiple pieces of ammunition, allowing a character to fire the weapon without having to reload between shots—as long as at least one piece of unspent ammunition is in the magazine. Weapons with this property have a number listed next to this property specifying the maximum pieces of ammunition the magazine can hold. For example, a property listed as "Magazine (8)" indicates that weapon's magazine can hold up to eight pieces of ammunition at one time.
| Weapon | Cost | Damage | Weight | Weapon Option | Properties |
|---|---|---|---|---|---|
| Simple Ranged Weapons | |||||
| Pistol | 25 gp | 1d6 piercing | 5 lb. | Harmless Fusillade | Ammunition (range 30/120), Gunpowder, Light, Loading |
| Martial Ranged Weapons | |||||
| Arquebus | 100 gp | 2d6 piercing | 20 lb. | Harmless Fusillade | Ammunition (range 25/100), Gunpowder, Heavy, Loading, Two-Handed |
| Blunderbuss | 75 gp | 2d4 piercing | 12 lb. | — | Ammunition (see Special Weapon entry), Gunpowder, Loading, Two-Handed |
| Musket | 50 gp | 1d10 piercing | 10 lb. | Harmless Fusillade | Ammunition (range 80/320), Gunpowder, Loading, Two-Handed |
| Revolving Musket | 200 gp | 1d8 piercing | 12 lb. | Harmless Fusillade | Ammunition (range 80/320), Gunpowder, Magazine (8), Two-Handed |
Various firearms are detailed here.
This very heavy barreled firearm fires solid metal balls and deals devastating damage at short range.
This firearm features a flared muzzle. When you fire the weapon, it releases bullets in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 2d4 piercing damage on a failed save, or half as much damage on a successful one. Each time you use the blunderbuss, it expends 5 pieces of ammunition, and, as with all firearms, the ammunition can't be recovered at the end of battle. Firing a blunderbuss releases a thunderous boom that is audible out to 200 feet.
This long-barreled firearm comes in different styles. Its wooden handle often features engravings and other decorative embellishments that have significance to the owner or the original craftsperson.
This small firearm fits easily in one hand, and its wooden handle often features unique engravings, similar to those found on muskets.
This long-barreled firearm holds a removable, metal, cylindrical magazine, which allows the firearm to be fired multiple times before needing to be reloaded. The attached magazine must have at least one paper cartridge loaded into it to make a ranged attack with this weapon.
Items that support or involve gunpowder or firearms are detailed here.
This leather, cross-body shoulder belt contains loops and several small pockets. It can hold up to 20 paper cartridges and up to three pistols.
This leather belt pouch can hold 30 paper cartridges. The pouch is painted with a retardant material and is resistant to fire damage.
Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance its more common name of "black powder." It is a necessary ingredient in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the Gunpowder weapon property:
A barrel contains enough gunpowder to fill approximately 40 gunpowder horns. Igniting a full barrel of gunpowder causes it to explode at the end of the next round. Each creature within 15 feet of the barrel must make a DC 12 DEX save, taking 5 (2d4) piercing damage and 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
A horn contains enough gunpowder to create 30 paper cartridges. Igniting a full horn of gunpowder causes it to explode immediately. Each creature within 5 feet of the horn must make a DC 12 DEX save, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
A keg contains enough gunpowder to fill approximately 20 gunpowder horns. Igniting a full keg of gunpowder causes it to explode at the end of the next round. Each creature within 10 feet of the keg must make a DC 12 DEX save, taking 2 (1d4) piercing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement.
Certain items have a prerequisite for attunement. If the prerequisite is a class, a creature must be a member of that class to attune to the item. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using a trait or feature, not from an external source like a magic item. If an item requires attunement, it is marked in parentheses in the item's description.
Without becoming attuned to an item that requires attunement, a creature gains only the item's nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to an unattuned creature, but none of its magical properties.
Attuning to an item requires a creature to spend one hour focused on only that item while being in physical contact with it. This process can occur as part of a short or long rest. If the process is interrupted, the attunement attempt fails. Otherwise, at the end of the hour, the creature gains an intuitive understanding of how to activate the magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than a number of items equal to its proficiency bonus (PB) at any one time. If a creature attempts to attune to an additional item, its attunement to one item of their choice immediately ends. In addition, a creature can't attune to more than one of the same item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement to an item at any time as an action-unless the item is cursed.
Using a magic item's properties requires reading, holding, ingesting, wearing or wielding the item. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item meant to be worn can fit a creature regardless of size or build. Many magic garments magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, the GM can rule that it doesn't adjust. When a nonhumanoid tries to wear an item, it is up to GM discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a serpentfolk with a tail instead of legs can't wear boots.
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. Your GM might allow exceptions. For example, a GM could rule that a PC can wear a circlet under a helmet or layer two cloaks.
Items that come in pairs-such as boots, bracers, gauntlets, and gloves-impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of an item category or individual item details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Object action.
A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, such as in the area of a silence spell.
Some magic items allow you to cast a spell from them. When you do, the spell is cast at the lowest possible spell circle, doesn't expend any of your spell slots, and requires no components, unless the item's description says otherwise. If a spell cast from a magic item requires concentration, you must still concentrate on it following normal concentration rules.
A magic item states whether an action, bonus action, reaction, or no action is required to cast a spell from it. If the item doesn't specify a spell's casting time, range, and duration, or other exceptions to a spell's normal operation, use the spell's information.
Many items, such as potions, grant a spell's effects with their usual duration without casting the spell. However, a few items, potions included, change the casting time, duration, or other parts of a spell. Any deviations from the spell's description are identified in the item description.
Some staffs require you to use your own spellcasting ability to cast a spell from them. If you have more than one spellcasting ability, you choose which one to use with an item that requires it. If you don't have a spellcasting ability, your spellcasting ability modifier is +0 for the item, and apply your PB.
Many magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an item is identified and when a creature attunes to it. In addition, when an item regains charges, the creature attuned to it learns how many charges it regained. If an item's properties don't specify a number of charges, it can be used as often as the user wishes to spend the actions to activate it.
Weapon (Any Ammunition), Rarity Varies; Price Varies
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it successfully hits a target, the ammunition becomes a nonmagical piece of ammunition.
| Bonus | Rarity | Cost |
|---|---|---|
| +1 | Uncommon | 50 gp (each) |
| +2 | Rare | 100 gp (each) |
| +3 | Very Rare | 350 gp (each) |
Wondrous Item, Rare (Requires Attunement); 8,000 gp
Your CON score is 19 while you carry this amulet. It has no effect on you if your CON is already 19 or higher.
Wondrous Item, Uncommon (Requires Attunement); 4,000 gp
While carrying this amulet, you are hidden from divination magic. You can't be targeted by spells from the divination school or perceived through magical scrying sensors.
Armor (Shield), Very Rare (Requires Attunement); 30,000 gp
While wielding 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. Then the shield falls to the ground or flies into your hand if you have one free.
Wondrous Item, Common; 50 gp
This pair of light silver anklets look like a running cat chasing a swallow in flight. When you roll initiative while wearing the anklets, you can add your PB to your initiative. You can't use this property if you are surprised. Once this feature is used, you can't use it again until you finish a long rest.
Wondrous Item, Legendary; 50,000 gp
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 INT (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 the crab is a Large object with AC 20 and 200 HP, it is immune to poison damage and psychic damage, and it has a walking speed of 30 feet and swimming speed of 30 feet, while its legs and tail are extended.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the apparatus takes 2d6 bludgeoning damage per minute from pressure. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The sealed compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. See the Levers of the Apparatus table for what each lever does.
| LEVER | UP | DOWN |
|---|---|---|
| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |
| 2 | Forward window shutter opens. | Forward window shutter closes. |
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |
| 4 | Two claws extend from the front side of the apparatus. | The claws retract. |
| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |
| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |
| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 right. |
| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The lights turn off. |
| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |
| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |
Armor (Light, Medium, Heavy), Rarity Varies; Price Varies
While wearing this armor, you receive the armor's standard bonus to AC and an additional AC bonus equal to its rarity bonus.
| d10 | DAMAGE TYPE | d10 | DAMAGE TYPE |
|---|---|---|---|
| 1 | Acid | 6 | Necrotic |
| 2 | Cold | 7 | Poison |
| 3 | Fire | 8 | Psychic |
| 4 | Force | 9 | Radiant |
| 5 | Lightning | 10 | Thunder |
Armor (Shield), Rare (Requires Attunement); 8,000 gp
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, when 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.
Weapon (Arrow), Very Rare; 650 gp
An arrow of slaying is a piece of magic ammunition effective against a particular kind of creature. If a creature belonging to the type associated with an arrow of slaying
takes damage from the arrow, the creature must make a DC 17 CON save, 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.
Ammunition of this type exists for other weapons, such as bolts of slaying meant for a crossbow, though arrows are most common.
Wondrous Item, Rare; 80,000 gp
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 DEX save, taking 5d4 fire damage on a failed save or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
| D100 | EFFECT |
|---|---|
| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 CON save or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary HP for 1 hour. |
| 02–10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
| 11–20 | A treant sprouts. There's a 50 percent chance that the treant is cruelly wicked and attacks. |
| 21–30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |
| 31–40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
| 41–50 | 1d6 + 6 shriekers sprout. |
| 51–60 | 1d4 + 8 bright pink toads crawl forth. When a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |
| 61–70 | A hungry bulette burrows up and attacks. |
| 71–80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
| 81–90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 CON save. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
| 91–99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |
| 00 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |
Wondrous Item, Uncommon; 1,000 gp
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 another plane of existence. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to another plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location within another plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous Item, Uncommon; 4,000 gp
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals 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. The creature vanishes at the next dawn or when it is reduced to 0 HP.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
| d8 | CREATURE |
|---|---|
| 1 | Weasel |
| 2 | Giant rat |
| 3 | Badger |
| 4 | Boar |
| 5 | Panther |
| 6 | Giant badger |
| 7 | Dire wolf |
| 8 | Giant elk |
| d8 | CREATURE |
|---|---|
| 1 | Rat |
| 2 | Owl |
| 3 | Mastiff |
| 4 | Goat |
| 5 | Giant goat |
| 6 | Giant boar |
| 7 | Lion |
| 8 | Brown bear |
| d8 | CREATURE |
|---|---|
| 1 | Jackal |
| 2 | Ape |
| 3 | Baboon |
| 4 | Axe beak |
| 5 | Black bear |
| 6 | Giant weasel |
| 7 | Giant hyena |
| 8 | Tiger |
Wondrous Item, Rare; 650 gp each
This small, black sphere measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw a 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 DEX save or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that fails the save and is completely within the area is trapped inside this sphere. Creatures that succeed on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Wondrous Item, Rarity Varies (Requires Attunement); 8,000 gp
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
Wondrous Item, Rarity Varies (Requires Attunement); Price Varies
While wearing this belt, your STR score changes to a score granted by the belt. If your STR is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to six kinds of giants. A belt of stone giant strength and a belt of frost giant strength look different but have the same effect.
| Type | Strength | Rarity | Cost |
|---|---|---|---|
| Hill giant | 21 | Rare | 10,000 gp |
| Stone/frost giant | 23 | Very rare | 30,000 gp |
| Fire giant | 25 | Very rare | 40,000 gp |
| Cloud giant | 27 | Legendary | 60,000 gp |
| Storm giant | 29 | Legendary | 80,000 gp |
Weapon (Any Axe), Rare (Requires Attunement); 5,000 gp
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
When a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 WIS save or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Wondrous Item, Uncommon; 1,000 gp
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on DEX (Stealth) checks that rely on moving silently.
Wondrous Item, Common; 25 gp
These white and brown suede boots are patterned like a horse's coat. While wearing the boots, you can use a bonus action to make your footfalls sound like those of a galloping horse. The sound is audible to 300 feet. A creature who uses their action to make a DC 10 INT (Investigation) check can determine the sound is unreal.
Wondrous Item, Rare (Requires Attunement); 4,000 gp
While you wear these boots, you can use an action to cast the levitate spell from them on yourself.
Wondrous Item, Rare (Requires Attunement); Berserker Axe
These white and brown suede boots are patterned like a horse's coat. While wearing the boots, you can use a bonus action to make your footfalls sound like those of a galloping horse. The sound is audible to 300 feet. A creature who uses their action to make a DC 10 INT (Investigation) check can determine the sound is unreal.
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.
Wondrous Item, Uncommon (Requires Attunement); 1,000 gp
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
Wondrous Item, Rare; 14,500 gp
This bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. 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.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
While wearing these bracers, you have proficiency with longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wondrous Item, Rare (Requires Attunement); 8,000 gp
When you disappear, you leave behind a cloud of smoke, and you appear in a 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.
Wondrous Item, Rare; 14,500 gp
This brass brazier weighs 5 pounds. While a fire burns in it, 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.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Wondrous Item, Uncommon; 16,000 gp
This wooden broom weighs 3 pounds. It 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.
Wondrous Item, Rare; 8,400 gp
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.
Wondrous Item, Very Rare; 200,000 gp
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.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.
| d100 | Size | Capacity | Flying Speed |
|---|---|---|---|
| 01–20 | 3 ft. × 5 ft. | 200 lb. | 80 ft. |
| 21–55 | 4 ft. × 6 ft. | 400 lb. | 60 ft. |
| 56–80 | 5 ft. × 7 ft. | 600 lb. | 40 ft. |
| 81–100 | 6 ft. × 9 ft. | 800 lb. | 30 ft. |
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.
Wondrous Item, Rare; 14,500 gp
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. 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.
Wondrous Item, Rare; 3,000 gp
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.
Wondrous Item, Uncommon; 3,000 gp
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.
Wondrous Item, Very Rare (Requires Attunement); 31,000 gp
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
Wondrous Item, Very Rare (Requires Attunement); 60,000 gp
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the illusion ceases to function until the start of your next turn. This effect is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Wondrous Item, Uncommon (Requires Attunement); 4,000 gp
While you wear this cloak with its hood up, WIS (Perception) checks made to see you have disadvantage, and you have advantage on DEX (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
You gain a +1 bonus to AC and saves while you wear this cloak.
Wondrous Item, Rare (Requires Attunement); 33,500 gp
While wearing this cloak, you have advantage on DEX (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your INT, WIS, and CHA scores. The cloak can't be used this way again until the next dusk.
Wondrous Item, Uncommon; 1,000 gp
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.
Wondrous Item, Rarity Varies (Requires Attunement); Price Varies
The typical crystal ball is a very rare magic item about 6 inches in diameter. While touching it, as an action, you can cast the scrying spell (save DC 17) from it.
The following crystal ball variants are legendary items and have additional properties.
Crystal Ball of Mind Reading. While scrying with the crystal ball, you can use an action to cast the detect thoughts spell (save DC 17) from it, targeting creatures you can see within 30 feet of the spell's scrying sensor. You don't need to concentrate to maintain detect thoughts for the duration of the spell, but it ends if the scrying spell ends.
Crystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's scrying sensor (no action required). You can also use an action to cast the suggestion spell (save DC 17) from it through the sensor on one of those creatures. You don't need to concentrate to maintain suggestion for the duration of the spell, but it ends if the scrying spell ends. The suggestion spell of the crystal ball can't be used again until the next dawn.
Crystal Ball of True Seeing. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's scrying sensor.
| VARIANT | RARITY | COST |
|---|---|---|
| Crystal Ball | Very Rare | 30,000 gp |
| Crystal Ball of Mind Reading | Legendary | 52,000 gp |
| Crystal Ball of Telepathy | Legendary | 60,000 gp |
| Crystal Ball of True Seeing | Legendary | 70,000 gp |
Wondrous Item, Rare (Requires Attunement); 17,600 gp
This cube is about 1 inch across. Each face has a distinct marking that can be pressed. The cube starts with 36 charges. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens.
Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges.
You can change the barrier's effect by pressing a different cube face and expending the requisite number of charges, resetting the duration. When you press a different face, the current face effect ends.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
| SPELL OR ITEM | CHARGES LOST |
|---|---|
| Disintegrate | 1d12 |
| Horn of blasting | 1d10 |
| Passwall | 1d6 |
| Prismatic spray | 1d20 |
| Wall of fire | 1d4 |
The cube regains 1d20 expended charges daily at dawn.
| FACE | CHARGES | EFFECT |
|---|---|---|
| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |
| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 3 | 3 | Living matter can't pass through the barrier. |
| 4 | 4 | Spell effects can't pass through the barrier. |
| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 6 | 0 | The barrier deactivates. |
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown on the Cube of Force Charge Loss table.
Weapon (Dagger), Rare; 8,000 gp
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 CON save or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Weapon (Any Sword), Very Rare (Requires Attunement); 30,000 gp
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Wondrous Item, Uncommon; 4,000 gp
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:
Weapon (Any Sword), Legendar (Requires Attunement); 100,000 gp
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with this sword on each of your turns, you can transfer some or all of the sword's bonus to your AC, instead of using the bonus on attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Armor (Plate), Very Rare (Requires Attunement); 60,000 gp
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saves against their spells and special abilities.
Wondrous Item, Rare; 8,000 gp
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 STR (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Armor (Scale Mail), Very Rare (Requires Attunement); 8,000 gp
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters 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 saves against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type. The damage type depends on the dragon scales used to make the armor, as shown on the Dragon Scale Mail Type table.
In addition, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.
| DRAGON | RESISTANCE |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Weapon (Any Sword), Rare; 8,000 gp
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the target 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.
Wondrous Item, Uncommon; 100 gp
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.
Wondrous Item, Uncommon; 250 gp
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.
A creature can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 CON save, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Wondrous Item, Very Rare; Wondrous Item, Uncommon; 100 gp
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 CON save 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 save at the end of each of its turns, ending the effect on it on a success. The restoration spell can also end the effect on a creature.
Armor (Plate), Very Rare; 10,000 gp
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.
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf); 30,000 gp
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, the target takes an extra 1d8 bludgeoning damage or, if the target is a Giant, it takes an extra 2d8 bludgeoning damage. The weapon flies back to your hand immediately after the attack.
Wondrous Item, Uncommon; 2,000 gp
Each of this 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.
Wondrous Item, Very Rare; 10,500 gp
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.
The first time the bottle is opened, the GM rolls to determine what happens.
| D100 | EFFECT |
|---|---|
| 01–10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |
| 11–90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |
| 91–00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |
Wondrous Item, Uncommon; 650 gp
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
| Gem | Summoned Elemental |
|---|---|
| Blue sapphire | Air elemental |
| Yellow diamond | Earth Elemental |
| Red corundum | Fire elemental |
| Emerald | Water Elemental |
Wondrous Item, Uncommon; 1,500 gp
These crystal lenses fit over the eyes. They have 3 charges and regain all expended charges daily at dawn. While wearing them, you can expend 1 charge as an action to cast the charm spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other.
Wondrous Item, Uncommon; 1,000 gp
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal to a range of 1 foot. You have advantage on INT (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Wondrous Item, Uncommon (Requires Attunement); 1,000 gp
These crystal lenses fit over the eyes. While wearing them, you have advantage on WIS (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Wondrous Item, Rare; 350 gp
This Tiny object looks like a feather. Different types exist, each with a different single-use effect. The GM chooses the kind of feather token or determines it randomly.
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at a speed of 16 miles an hour or 1,000 pounds at half that speed (to a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying). The bird doesn't need to check for exhaustion, but it disappears after flying its maximum distance for a day or if it drops to 0 HP. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip. You can use an action to throw this token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Wondrous Item, Rarity by Figurine; Price Varies
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.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 HP or if you use an action to speak the command word again while touching it. When the creature reverts to a figurine, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Bronze Griffon (Rare, 60,000 gp). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it reverts, it can't be used again until 5 days have passed.
Ebony Fly (Rare, 60,000 gp). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it reverts, it can't be used again until 2 days have passed.
Golden Lions (Rare, 16,000 gp). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
Ivory Goats (Rare, 24,000 gp). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 WIS save or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Marble Elephant (Rare, 8,000 gp). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
Obsidian Steed (Very Rare, 50,000 gp). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. Each time you use it, the figurine has a 10 percent chance to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the Ethereal Plane, where the nightmare reverts to figurine form.
Onyx Dog (Rare, 8,000 gp). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an INT of −1 and can speak Common. It also has darkvision to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Serpentine Owl (Rare, 8,000 gp). This serpentine statuette of an owl can become a giant owl for up to 8 hours. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed.
Silver Raven (Uncommon, 2,000 gp). This silver statuette of a raven can become a raven for up to 12 hours. While in raven form, the figurine allows you to cast the animal messenger spell on it as an action. Once it has been used, it can't be used again until 2 days have passed.
Large Beast
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +2 | +1 | +1 | −4 | +0 | −4 |
Weapon (Any Sword), Rare (Requires Attunement); 5,000 gp + base weapon cost
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. The flames are harmless to you and the weapon. 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.
Wondrous Item, Uncommon; Gem of Seeing; 1,000 gp
This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must have proficiency with instruments (woodwinds) to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.
Weapon (Any Sword), Very Rare (Requires Attunement); 5,000 gp + base weapon cost
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.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
Your STR score is 19 while you wear these gauntlets. They have no effect on you if your STR is already 19 or higher.
Wondrous Item, Uncommon; 200 gp
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:
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Wondrous Item, Rare (Requires Attunement); 4,400 gp
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Weapon (Any Axe or Sword), Rare; 1,500 gp + base item cost
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you use it to hit a creature with the Giant type, the creature takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 STR save or fall prone.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, and you have a free hand, you can use your reaction to reduce the damage by 1d10 + your DEX modifier. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Wondrous Item, Uncommon (Requires Attunement); 1,000 gp
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to STR (Athletics) checks made to climb or swim.
Wondrous Item, Uncommon; 1,000 gp
While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Wondrous Item, Rare; 8,000 gp
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although exceptionally powerful magic items lost in the bag always turn up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous Item, Uncommon (Requires Attunement); 1,500 gp
While wearing this hat, you can use an action to cast the disguise self spell from it. The spell ends if the hat is removed.
Wondrous Item, Uncommon (Requires Attunement); 1,500 gp
Your INT score is 19 while you wear this headband. It has no effect on you if your INT is already 19 or higher.
Wondrous Item, Very Rare (Requires Attunement); 120,000 gp
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it:
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a save against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 DEX save or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Wondrous Item, Uncommon; 2,500 gp
While wearing this helm, you can use an action to cast the comprehend languages spell from it.
Wondrous Item, Uncommon (Requires Attunement); 3,000 gp
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so- while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. You don't need to concentrate to maintain suggestion for the duration of the spell, but it ends if the detect thoughts spell ends. Once used, the suggestion property can't be used again until the next dawn.
Wondrous Item, Rare (Requires Attunement); 40,000 gp
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Weapon (Any Sword), Legendar (Requires Attunement); 200,000 gp
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, the target takes an extra 2d10 radiant damage. While you wield this sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saves against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Wondrous Item, Rare; 8,000 gp
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 to 600 feet. Each creature in the cone must make a DC 15 CON save. 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 saves 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.
Wondrous Item, Very Rare; 30,000 gp
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.
Wondrous Item (Any Piercing Ammunition), Common; 10 gp
These arrowheads are made from hollowed antler and emit a shrill whistle while airborne. A successful attack made with a howling arrow deals only half damage, but the target must succeed on a DC 11 CON save or be deafened until the end of its next turn.
Rod, Uncommon; 1,000 gp
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 defies 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 STR check, moving the fixed rod up to 10 feet on a success.
Wondrous Item, Rare; 16,000 gp
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 dismiss it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 DEX save, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 HP, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress. Each casting of wish causes the roof, the door, or one wall to regain 50 HP.
Wondrous Item, Rarity Varies (Requires Attunement); Price Varies
Many types of Ioun stones exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 DEX (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 HP, and resistance to all damage. It is considered an object that is also a carried item while it orbits your head.
Absorption (Very Rare, 32,000 gp). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th circle or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 circles worth of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose circle is higher than the number of spell rings the stone has left, the stone can't cancel it.
Agility (Very Rare, 30,000 gp). Your DEX score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Awareness (Rare, 4,000 gp). You can't be surprised while this dark blue rhomboid orbits your head.
Fortitude (Very Rare, 30,000 gp). Your CON score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Greater Absorption (Legendary, 75,000 gp). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th circle or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 circles worth of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose circle is higher than the number of spell rings the stone has left, the stone can't cancel it.
Insight (Very Rare, 30,000 gp). Your WIS score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Intellect (Very Rare, 30,000 gp). Your INT score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Leadership (Very Rare, 30,000 gp). Your CHA score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Mastery (Legendary, 50,000 gp). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Protection (Rare, 8,000 gp). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Regeneration (Legendary, 50,000 gp). You regain 15 HP at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 HP.
Reserve (Rare, 6,000 gp). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 circles worth of spells at a time. When found, it contains 1d4 − 1 circles of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd circle into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The circle of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the spell slot, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Once cast, the spell is expended, freeing up space.
Strength (Very Rare, 30,000 gp). Your STR score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Sustenance (Rare, 4,000 gp). You don't need to eat or drink while this clear spindle orbits your head.
Wondrous Item, Rare; 8,000 gp
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 DEX modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 STR check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.
Wondrous Item, Legendary; 100,000 gp
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 WIS save or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the save. 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. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. The GM has the creature's statistics.
Weapon (Javelin), Uncommon; 2,000 gp
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 from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 DEX save, 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.
Wondrous Item, Uncommon; 2,000 gp
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 if 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. Luck Blade
Weapon (Any Sword), Legendary (Requires Attunement); Priceless
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While carried, you also gain a +1 bonus to saves.
Luck. While you carry this sword, you can call on its luck (no action required) to reroll one attack roll, ability check, or save you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish. The sword has 1d4 − 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn and never recharges. The sword loses this property if it has no charges.
Weapon (Mace), Rare; 8,000 gp
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 with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a Construct. If a Construct has 25 HP or fewer after taking this damage, it is destroyed.
Weapon (Mace), Rare (Requires Attunement); 8,800 gp
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 WIS save 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 save, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Wondrous Item, Rare (Requires Attunement); 8,000 gp
You have advantage on saves against spells while you wear this cloak.
Wondrous Item, Very Rare; Price Varies
This tome contains information and incantations necessary to make a particular type of creature with the Golem tag. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-circle 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 the time shown on the Manual of Golems Type table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in 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.
| d20 | GOLEM | TIME | COST |
|---|---|---|---|
| 01–05 | Clay | 30 days | 65,000 gp |
| 06–17 | Flesh | 60 days | 50,000 gp |
| 18 | Iron | 120 days | 100,000 gp |
| 19–20 | Stone | 90 days | 80,000 gp |
Wondrous Item, Very Rare; 30,000 gp
These handwritten books contain exercises and insights into improving your ability scores. Their words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying a book's contents and practicing its guidelines, one of your ability scores increases by 2, as does your maximum for that score. The ability that increases is shown on the Manuals of Advantageous Exertion Type table. Afterward, the manual loses its magic, but regains it in a century.
| Manual | Ability Score Improved |
|---|---|
| Manual of Bodily Health | CON |
| Manual of Gainful Exercise | STR |
| Manual of Quickness of Action | DEX |
| Tome of Clear Thought | INT |
| Tome of Leadership and Influence | CHA |
| Tome of Understanding | WIS |
Wondrous Item, Very Rare; 30,000 gp
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons-that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm.
Wondrous Item, Uncommon (Requires Attunement); 31,000 gp
This medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Wondrous Item, Uncommon (Requires Attunement); 1,000 gp
While wearing this necklace, you can breathe normally in any environment. You also have advantage on saves made against harmful gases and vapors, such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons.
Wondrous Item, Rare; 200 gp per bead
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-circle fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the spell circle of the fireball by 1 for each bead beyond the first.
Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin); 75,000 gp
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if necessary). Once a bead's spell is cast, that bead can't be used again until the next dawn.
| d20 | BEAD OF ... | SPELL |
|---|---|---|
| 01–06 | Blessing | Bless |
| 07–12 | Curing | Cure wounds (2nd-circle) or restoration |
| 13–16 | Favor | Greater restoration |
| 17–18 | Smiting | Branding smite |
| 19 | Summons | Planar ally |
| 20 | Wind walking | Wind walk |
Weapon (Any Sword), Very Rare (Requires Attunement); 8,800 gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 HP, it must succeed on a DC 15 CON save or be slain instantly as the sword tears its life force from its body (a Construct or an Undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Weapon (Longbow), Very Rare (Requires Attunement); 16,000 gp
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Potion, Rare; 2,500 gp
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.
Potion, Very Rare; 1,500 gp
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.
Potion, Uncommon; 8,800 gp
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 wears and carries (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.
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster); 500 gp
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th circle or higher, the new slot is 3rd circle. Once you use the pearl, it can't be used again until the next dawn.
Wondrous Item, Uncommon; 500 gp
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects are suppressed while you wear the pendant.
Wondrous Item, Rare; 500 gp
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.
Wondrous Item, Uncommon (Requires Attunement); 500 gp
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, when you roll a hit die to regain hit points, double the number of hit points it restores.
Wondrous Item, Uncommon; 2,200 gp
You must have proficiency with instruments (woodwinds) 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 WIS save 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 save. A creature that fails the save 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 save is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Wondrous Item, Rare; 30,000 gp
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 STR check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Potion, Uncommon; 50 gp
When you drink this potion, animals tend to be friendly to you for 1 hour. For the duration, you can use an action to cast the animal friendship spell (save DC 13) at any time. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Potion, Rare; 200 gp
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, Uncommon; 100 gp
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 STR (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone.
Potion, Rare; 200 gp
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.
Potion, Common; 50 gp When you drink this potion, double your PB for the purpose of calculating your passive Insight, Investigation, and Perception scores for 1 hour. If you don't have proficiency in any of these skills, you gain proficiency in them for the duration of the potion. This potion's liquid has a bright green effervescence.
Potion, Very Rare; 200 gp
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 cloudy white impurities drift in it.
Potion, Rare; 200 gp
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, Rarity Varies; Price Varies
When you drink this potion, your STR score changes for 1 hour. The type of Giant determines the score, as shown on the Potion of Giant Strength Type table. The potion has no effect if your STR score equals or exceeds that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
Potion, Uncommon; 200 gp
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, Rarity Varies; Price Varies
This red, glimmering potion allows you to regain hit points when you drink it. The number of hit points depends on the potion’s rarity, as detailed on the Potions of Healing Rarity table.
| POTION OF ... | RARITY | HP REGAINED | PRICE |
|---|---|---|---|
| Healing | Common | 2d4 + 2 | 50 gp |
| Greater Healing | Uncommon | 4d4 + 4 | 100 gp |
| Superior Healing | Rare | 8d4 + 8 | 350 gp |
| Supreme Healing | Very Rare | 10d4 + 20 | 1,500 gp |
Potion, Very Rare; 200 gp
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Potion, Uncommon; 200 gp
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.
Wondrous Item, Uncommon; 100 gp
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.; 4,000 gp
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to cast one of the following spells:
Ring, Rare 4,000 gp
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to cast one of the following spells:
Ring, Legendary (Requires Attunement) 100,000 gp
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), for up to 1 hour or until it drops to 0 HP. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours. The ring becomes nonmagical if the djinni dies.
Ring, Rare (Requires Attunement); 4,400 gp
This ring has 3 charges and regains 1d3 expended charges daily at dawn. When you fail a DEX save while wearing it, you can use your reaction to expend 1 charge to succeed on that save instead.
Ring, Uncommon (Requires Attunement); 4,500 gp
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Ring, Rare (Requires Attunement); 7,500 gp
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring, Legendar (Requires Attunement); Ring of Animal Influence
Ring, Rar Ring, Legendary (Requires Attunement); 101,000 gp
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Ring, Uncommon (Requires Attunement); 1,500 gp
While wearing this ring, you can cast the longstrider spell from it as a bonus action. You can target only yourself with it. Ring of Mind Shielding
Ring, Uncommon (Requires Attunement); 8,000 gp
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Ring, Rare (Requires Attunement); 8,000 gp
You gain a +1 bonus to AC and saves while wearing this ring. Ring of Regeneration
Ring, Very Rare (Requires Attunement); 55,000 gp
While wearing this ring, you regain 1d6 HP every 10 minutes, provided that you have at least 1 HP. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 HP the whole time.
Ring, Rare (Requires Attunement); 8,000 gp
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
| d10 | TYPE | GEM |
|---|---|---|
| 1 | Acid | Pearl |
| 2 | Cold | Tourmaline |
| 3 | Fire | Garnet |
| 4 | Force | Sapphire |
| 5 | Lightning | Citrine |
| 6 | Necrotic | Jet |
| 7 | Poison | Amethyst |
| 8 | Psychic | Jade |
| 9 | Radiant | Topaz |
| 10 | Thunder | Spinel |
Ring, Rare (Requires Attunement); 10,500 gp
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 circles' worth of spells at a time. When found, it contains 1d6 − 1 circles of stored spells chosen by the GM. Any creature can store a spell it knows or has prepared of 1st through 5th circle in the ring by taking an action and touching the ring, expending a spell slot as if the creature had cast the spell. If the ring can't hold the spell, the spell is expended without effect. The circle of the spell slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it, using the appropriate action. If the spell requires a trigger, the conditions for that trigger must be met to cast the spell. The spell uses the slot circle, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. A spell cast from the ring is no longer stored in it, freeing up space.
Ring, Legendar (Requires Attunement); 100,000 gp
While wearing this ring, you have advantage on saves against any spell that targets only you. In addition, if you roll a 20 for the save and the spell is 7th circle or lower, the spell has no effect on you and instead targets the caster, using the spell slot, spell save DC, attack bonus, and spellcasting ability of the caster.
Ring, Uncommon; 1,000 gp
While wearing this ring, your swimming speed is 40 feet.
Ring, Very Rare (Requires Attunement); 36,500 gp
While wearing this ring, you can cast the telekinesis spell, but you can target only objects that aren't being worn or carried.
Ring, Rare (Requires Attunement); 4,400 gp
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature or object that isn't being carried within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Ring, Legendary; 130,000 gp
This ring has 3 charges. While wearing it, you can use an action to expend 1 charge to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Ring, Uncommon; 3,000 gp
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Ring, Uncommon; 2,000 gp
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. When you use the ring again before taking a long rest, you must succeed on a DC 15 CON save or gain one level of exhaustion.
Ring, Very Rare (Requires Attunement Outdoors at Night); 33,000 gp
While wearing this ring in dim light or darkness, as an action you can cast dancing lights and light from it. For its other properties, the ring has 6 charges.
The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 DEX save, taking 5d4 fire damage on a failed save or half as much damage on a successful one.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less power each sphere has.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 DEX save. On a failed save, the creature takes lightning damage based on the number of spheres you created.
| SPHERES | LIGHTNING DAMAGE |
|---|---|
| 4 | 2d4 |
| 2 | 5d4 |
| 3 | 2d6 |
| 1 | 4d12 |
Ring, Uncommon (Requires Attunement); 2,000 gp
While wearing this ring, you are resistant to cold damage. In addition, you and your equipment are unharmed by temperatures as low as -50 degrees Fahrenheit.
Wondrous Item, Rare (Requires Attunement); 8,000 gp
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
Wondrous Item, Very Rare (Requires Attunement); 33,000 gp
This robe has 3 charges and regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 WIS save or become stunned until the effect ends.
Wondrous Item, Very Rare (Requires Attunement); 50,500 gp
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saves while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-ringe spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard); 100,000 gp
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. You gain these benefits while wearing the robe:
Wondrous Item, Uncommon; 5,000 gp
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:
| d100 | PATCH |
|---|---|
| 01–08 | Bag of 100 gp |
| 09–15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 16–22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
| 23–30 | Ten gems worth 100 gp each |
| 31–44 | Wooden ladder (24 feet long) |
| 45–51 | A riding horse with saddle bags |
| 52–59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
| 60–68 | Four potions of healing |
| 69–75 | Rowboat (12 feet long) |
| 76–83 | Spell scroll containing one spell of 1st to 3rd circle |
| 84–90 | Two mastiffs |
| 91–96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |
| 97–00 | Portable ram |
Rod, Very Rare (Requires Attunement); 30,000 gp
While holding this rod, you can use your reaction to absorb a spell that targets only you. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same circle as the spell when it was cast. The rod can absorb and store up to 50 circles' worth of energy over the course of its existence. Once the rod absorbs 50 circles' worth of spell slots, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many circles' worth of spell energy the rod has absorbed over the course of its existence, and how many circles it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a circle equal to or lower than your own spell slots, up to a maximum of 5th circle. You use the stored rings in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 circles stored in the rod as a 3rdcircle spell slot. A newly found rod of absorption has 1d10 circles of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Rod, Very Rare (Requires Attunement); 121,000 gp
This rod has a flanged head and the following properties.
Alertness. While holding the rod, you have advantage on WIS (Perception) checks and on rolls for initiative.
Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saves and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
Rod, Rare (Requires Attunement); 11,500 gp
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 WIS save or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Rod, Very Rare; 100,000 gp
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. Although time passes normally in the paradise, creatures don't age there. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that spot. The rod can't be used again until 10 days have passed.
Wondrous Item, Uncommon; 1,000 gp
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 has a flying speed of 10 feet. It moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50‑foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 HP. It regains 1 HP every 5 minutes as long as it has at least 1 HP. If the rope drops to 0 HP, it is destroyed.
Wondrous Item, Rare; 8,000 gp
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 DEX save 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 STR or DEX check (target's choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 HP. It regains 1 HP every 5 minutes as long as it has at least 1 HP. If the rope drops to 0 HP, it is destroyed.
Weapon (Scimitar), Very Rare (Requires Attunement); 60,000 gp
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.
Armor (Shield), Rarity Varies; Price Varies
While wielding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
| BONUS | RARITY | PRICE |
|---|---|---|
| +1 | Uncommon | 1,000 gp + shield base cost |
| +2 | Rare | 5,000 gp + shield base cost |
| +3 | Very Rare | 15,000 gp + shield base cost |
Armor (Shield), Common; 25 gp + base shield cost
The surface of this shield vibrates unpredictably when struck. When a weapon attack misses you while you are wielding this shield, it makes one of several sounds that are audible to 60 feet. Choose which sound it makes from the following options: a beaten drum, a duck’s quack, a gopher’s screech, an elephant’s trumpet, a foghorn, a bleating goat, or a ringing bell.
Armor (Shield), Rare (Requires Attunement); 8,000 gp
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. When a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Wondrous Item, Uncommon (Requires Attunement); 2,000 gp
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Wondrous Item, Legendary; 25,000 gp
This viscous, milky-white substance can form a permanent 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.
Armor (Shield), Very Rare (Requires Attunement); 60,000 gp
While wielding this shield, you have advantage on saves against spells and other magical effects, and spell attacks have disadvantage against you.
Scroll, Rarity Varies; Price Varies
A spell scroll bears the words of a single spell, written in a mystical cipher. You can read the scroll and cast its spell without providing any material components. 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 source’s spell list but of a higher circle 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 + the spell’s circle. On a failed check, the spell disappears from the scroll with no other effect.
The circle of the spell on the scroll determines the spell’s save DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll Rarity table.
An Arcane circle spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an INT (Arcana) check with a DC equal to 10 + the spell’s circle. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
| SPELL CIRCLE | RARITY | SAVE DC | ATTACK BONUS | PRICE |
|---|---|---|---|---|
| Cantrip | Common | 13 | +5 | 10 gp |
| 1st | Common | 13 | +5 | 50 gp |
| 2nd | Uncommon | 13 | +5 | 100 gp |
| 3rd | Uncommon | 15 | +7 | 200 gp |
| 4th | Rare | 15 | +7 | 350 gp |
| 5th | Rare | 17 | +9 | 650 gp |
| 6th | Very Rare | 17 | +9 | 1,500 gp |
| 7th | Very Rare | 18 | +10 | 2,500 gp |
| 8th | Very Rare | 18 | +10 | 5,000 gp |
| 9th | Legendary | 19 | +11 | 10,500 gp |
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard); 63,500 gp
You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid); 22,500 gp
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard); 125,000 gp
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to AC, saves, and spell attack rolls.
The staff has 20 charges and regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. The staff has the following additional properties:
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge as part of your Attack action to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-circle version, 5 charges), globe of invulnerability (6 charges), greater hold (5 charges), levitate (2 charges), lightning bolt (5th- circle version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff.
Every other creature in the area must make a DC 17 DEX save. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| DISTANCE FROM ORIGIN | DAMAGE |
|---|---|
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
Staff, Very Rare (Requires Attunement); 66,000 gp
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges as part of your Attack action. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Staff of Swarming Insects
Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer,; Warlock, or Wizard); 15,300 gp
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. The staff has the following additional properties:
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30‑foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard); Priceless
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges and regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. The staff has the following additional properties:
Spell Absorption. While holding the staff, you have advantage on saves against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's circle. However, if doing so brings the staff 's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-circle version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-circle version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30‑foot‑radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff.
Every other creature in the area must make a DC 17 DEX save. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| DISTANCE FROM ORIGIN | DAMAGE |
|---|---|
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
Staff, Uncommon (Requires Attunement by a Cleric, Druid, or Wizard); Staff of Withering ; 2,000 gp
You can use an action to speak this staff 's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 HP, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its HP, it regains all of them.
Staff, Rare (Requires Attunement by a Druid); 15,300 gp
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While carrying it, you have a +2 bonus to spell attack rolls. The staff has 10 charges. The staff has the following additional properties: Spells. You can use an action to expend 1 or more of the staff 's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without expending any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20‑foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Staff, Very Rare (Requires Attunement); 120,000 gp
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has the following additional properties: Lightning. When you hit with a melee attack using the staff, you can choose (no action required) to deal an extra 2d6 lightning damage to the target. Thunder. When you hit with a melee attack using the staff, you can choose (no action required) for the staff to emit a crack of thunder, audible to 300 feet. The target you hit must succeed on a DC 17 CON save or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff 's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 DEX save, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 CON save. On a failed save, a creature takes 2d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. When one of these properties is used, it can't be used again until the next dawn.
Staff, Rare (Requires Attunement by a Cleric, Druid, or Warlock); 8,800 gp
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge as part of your Attack action to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 CON save or have disadvantage for 1 hour on any ability check or save that uses STR or CON.
Wondrous Item, Rare; 14,500 gp
This carved stone weighs 5 pounds. 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.
Wondrous Item, Uncommon (Requires Attunement); Sword of Wounding ; 2,000 gp
While carrying this polished agate, you gain a +1 bonus to ability checks and saves.
Weapon (Longsword), Rare (Requires Attunement); 8,000 gp
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 a sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, the target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15‑foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Weapon (Any Sword), Rare (Requires Attunement); 8,000 gp
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a Construct or an Undead. You gain temporary HP equal to the extra damage dealt.
Weapon (Any Sword That Deals Slashing Damage), Very Rare (Requires Attunement); 60,000 gp
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour its contents onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Weapon (Trident), Uncommon (Requires Attunement); 2,040 gp
This trident is a magic weapon. It has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can use an action and expend 1 charge to cast dominate (save DC 15) from it on a Beast that has an innate swimming speed.
Wondrous Item, Legendary; 10,500 gp
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a Construct or an Undead. You gain temporary HP equal to the extra damage dealt.
Weapon (Any), Very Rare; 1,500 gp + base weapon cost
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type to the target.
Weapon (Any Sword That Deals Slashing Damage), Legendary (Requires Attunement); 50,000 gp
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Wand, Rare (Requires Attunement by a Spellcaster); 10,900 gp
This wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, it crumbles into ashes and is destroyed. The wand has the following additional properties:
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): greater hold (5 charges) or hold (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a save you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand, Rare (Requires Attunement); 4,400 gp
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand, Rare (Requires Attunement by a Spellcaster); 10,000 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-circle version of the spell. You can increase the spell slot circle 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, Rare (Requires Attunement by a Spellcaster); 10,000 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-circle version of the spell. You can increase the spell slot circle 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, Uncommon; 1,000 gp
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, Uncommon; 1,000 gp
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-circle version of the spell. You can increase the spell slot circle 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, Rare (Requires Attunement by a Spellcaster); 4,400 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 CON save or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the save, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand, Very Rare (Requires Attunement by a Spellcaster); 18,500 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand, Uncommon; 550 gp
This 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, Rarity Varies (Requires Attunement by a Spellcaster); Price Varies
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
| BONUS | RARITY | PRICE |
|---|---|---|
| +1 | Uncommon | 1,000 gp + wand base cost |
| +2 | Rare | 5,000 gp + wand base cost |
| +3 | Very Rare | 15,000 gp + wand base cost |
Wand, Uncommon (Requires Attunement by a Spellcaster); 3,000 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand, Rare (Requires Attunement by a Spellcaster); 19,600 gp
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
| D100 | Effect |
|---|---|
| 01–05 | You cast slow. |
| 06–10 | You cast faerie fire. |
| 11–15 | You are stunned until the start of your next turn, believing something awesome just happened. |
| 16–20 | You cast gust of wind. |
| 21–25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |
| 26–30 | You cast stinking cloud. |
| 31–33 | Rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
| 34–36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100: on a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. |
| 37–46 | You cast lightning bolt. |
| 47–49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |
| 50–53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |
| 54–58 | You cast darkness. |
| 59–62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |
| 63–65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |
| 66–69 | You shrink as if you had cast enlarge/reduce on yourself. |
| 70–79 | You cast fireball. |
| 80–84 | You cast invisibility on yourself. |
| 85–87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
| 88–90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |
| 91–95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 CON save or become blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. |
| 96–97 | The target's skin turns blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |
| 98–100 | If you targeted a creature, it must make a DC 15 CON save. If you didn't target a creature, you become the target and must make the save. If the save fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the save at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
Weapon (Any), Rarity Varies; Price Varies
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
| BONUS | RARITY | PRICE |
|---|---|---|
| +1 | Uncommon | 1,000 gp + weapon base cost |
| +2 | Rare | 5,000 gp + weapon base cost |
| +3 | Very Rare | 15,000 gp + weapon base cost |
Wondrous Item, Uncommon; 3,000 gp
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.
Wondrous Item, Uncommon (Requires Attunement); 8,000 gp
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Wondrous Item, Rare (Requires Attunement); 8,000 gp
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.