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7 categories

Items

2565 of 2565 entries · Showing 1–50

+1 Fate Dealer's Deck

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a cleric or paladin)

Description

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +1 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

Source: The Book of Many Things p. 61

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

+1 Wraps of Unarmed Prowess

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Source: The Book of Many Things p. 69

+2 Fate Dealer's Deck

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a cleric or paladin)

Description

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

Source: The Book of Many Things p. 61

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

+2 Wraps of Unarmed Prowess

Type

Wondrous Item

Magic

Yes

Details

rare

Description

While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +2 bonus to the attack and damage rolls of your unarmed strikes.

Source: The Book of Many Things p. 69

+3 Fate Dealer's Deck

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a cleric or paladin)

Description

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

Source: The Book of Many Things p. 61

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

+3 Wraps of Unarmed Prowess

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes.

Source: The Book of Many Things p. 69

A necklace string of small pink pearls

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Abacus

Type

Adventuring Gear

Weight

2

Description

Source: Player's Handbook p. 150

Value

2

Abracadabrus

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

25

Description

An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1 and half feet on a side.

The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more non- magical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries. a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.

The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.

Source: Icewind Dale: Rime of the Frostmaiden p. 314

Absorbing Tattoo

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

Produced by a special needle, this magic tattoo features designs that emphasize one color.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

d10 | Damage Type | Color

1 | Acid | Green

2 | Cold | Blue

3 | Fire | Red

4 | Force | White

5 | Lightning | Yellow

6 | Necrotic | Black

7 | Poison | Violet

8 | Psychic | Silver

9 | Radiant | Gold

10 | Thunder | Orange

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Accounting and Valuation of All Things

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

The Accounting and Valuation of All Things is bound in gold leaf, with pages of silver and text of blood. This is a magic tome that functions as a spellbook and arcane focus. You have a +3 bonus to your spell attack and spell save DC.

Random Properties. The Accounting and Valuation of All Things has the following random properties:

• 1 major beneficial property

• 1 major detrimental property

The Soul Trade. One section of the book is dedicated to negotiating and valuing mortal souls. When the book is opened within 10 feet of a creature with a soul, that creature must make a DC 22 Wisdom saving throw. On a failed save, the tome analyzes their greatest desires and calculates exactly what they would need to give up their soul. That information is then displayed within the tome, such that the user can offer a trade to acquire a soul. Creatures that succeed on the saving throw simply show up as a question mark in the book's pages and are immune to further valuations.

Mammon's Tax. When the Accounting and Valuation of All Things is used as a spellbook, it maintains a unique ability to forcibly acquire souls. Any creature killed by a spell transcribed within the book has their soul ripped from their body and sent to Minauros. This process renders the subject immune to all forms of resurrection aside from True Resurrection. In payment for their soul, Mammon drops gold equal to (20 x CR) or (2 x Level) on their corpse.

Negotiation Tactics. The tome is capable of providing some assistance to all negotiations, not just those made for souls. You gain a passive +5 to Charisma (Persuasion) checks made to barter. Additionally, as an action, you can surrender your consciousness to the tome, allowing it to take over. For 1 minute, the Accounting and Valuation of All Things speaks for you, using a +12 Charisma (Persuasion) skill and gaining advantage on your rolls. Using the book in this manner has a corrupting influence, and each use compels you to become increasingly greedy, vain, and evil—much like its original owner, Mammon. When the duration ends, if your alignment is non-evil, you suffer 6d6 necrotic damage.

Transcribed Spells. The spellbook section of the Accounting and Valuation of All Things comes with some spells already recorded. For each spell level, roll (1d4–1). The DM will determine the necessary spells of each level that already exist within the tome. If you copy spells from the tome to your own spellbook, the cost in gold is doubled. On the opposite end, copying spells from your spellbook to the tome only costs half the gold it normally would.

Destroying the Tome. Destroying the Accounting and Valuation of All Things can be done in two ways. The first option is a simple bribe to Mammon to have him destroy the tome. An offering of 99,999 gp must be made, at midnight, by opening the book and placing the gold inside. If Mammon accepts the offering, the gold melts around the book, then both vanish.

The second route, in case Mammon is unavailable or unwilling, is to incinerate the book. To accomplish this task, a pot of platinum (valued at no less than 99,999 gp) must be melted, enough to fully submerge the book. Once the platinum is prepared, dropping the tome into the molten solution melts the tome. The process completely destroys the tome, as well as the platinum.

Source: Chains of Asmodeus p. 272

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Acheron Blade Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

S,2H

Damage

2d4

Damage Type

Slashing

Description

Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4

2d4

1d4+4

Acheron Blade Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

H,2H

Damage

2d6

Damage Type

Slashing

Description

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4+4

Acheron Blade Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Description

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4+4

Acheron Blade Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

F

Damage

1d8

Damage Type

Piercing

Description

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4+4

Acheron Blade Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

F,L

Damage

1d6

Damage Type

Slashing

Description

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4+4

Acheron Blade Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

F,L

Damage

1d6

Damage Type

Piercing

Description

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

Source: Explorer's Guide to Wildemount p. 265

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4+4

Acid (vial)

Type

Adventuring Gear

Weight

1

Description

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.

Source: Player's Handbook p. 148

Value

25

Dice Rolls

2d6

Adamantine Breastplate

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

14

Adamantine Chain Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

55

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

16

Strength

13

Stealth

1

Adamantine Chain Shirt

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

13

Adamantine Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

40

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

15

Stealth

1

Adamantine Plate Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

65

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

18

Strength

15

Stealth

1

Adamantine Ring Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

40

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

14

Stealth

1

Adamantine Scale Mail

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

45

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

14

Stealth

1

Adamantine Splint Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

60

Description

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Source: Dungeon Master's Guide p. 150

Armor Class

17

Strength

15

Stealth

1

Adze of Annam

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

7

Description

This massive adze is said to have been wielded by All-Father Annam, not as a weapon but as the tool he used to shape the various worlds of the Material Plane eons ago.

Random Properties. The adze has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:

• 2 minor beneficial properties

• 1 major beneficial property

• 2 minor detrimental properties

Magic Weapon. When a creature attunes to the adze, the artifact magically adjusts its size so that creature can wield it as a greataxe. The adze is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.

Divine Mattock. As an action, you can call upon the might of the All-Father and use the adze to cast move earth or fabricate. Once this property is used, it can't be used again until the next dawn.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greataxe

Source: Bigby Presents: Glory of the Giants p. 110

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Agony

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a creature of non-good alignment)

Weight

2

Description

Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon constantly show dried blood and rot. Legend says that Agony was wielded in the Calamity by the gnoll scion of a flesh-eating Demon Lord.

Dormant

While Agony is in a dormant state, you gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you damage a creature with Agony, that creature is marked for 10 minutes or until you damage a different creature. When you hit a creature marked in this way with this weapon, the target takes an extra 1d6 piercing damage.

Awakened

When Agony reaches an awakened state, you gain the following benefits:

• The extra damage when you hit a marked creature increases to 1d8.

• A marked creature has disadvantage on Constitution checks and Constitution saving throws.

• When you reduce a creature to 0 hit points with an attack using Agony, you can immediately make an additional melee attack with this weapon as a bonus action.

Exalted

When Agony reaches an exalted state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +3.

• The extra damage when you hit a marked creature increases to 2d8.

• When you score a critical hit with this weapon, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you for 1 minute. On a success, the target is immune to this effect for 24 hours.

Proficiency: martial, flail

Source: Tal'Dorei Campaign Setting: Reborn p. 202

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Akmon, Hammer of Purphoros

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

2

Value

15.0

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Description

Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.

Hammer of the Forge: This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.

Blessing of the Forge: If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:

• Piety 10+: The hammer has 1 randomly determined minor beneficial property.

• Piety 25+: The hammer has 1 randomly determined major beneficial property.

• Piety 50+: The hammer has 1 additional randomly determined major beneficial property.

If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.

See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.

Reforged: While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them.

Spells: While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.

Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.

Source: Mythic Odysseys of Theros p. 198

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Dice Rolls

3d10

Alchemical Compendium

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.

• As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.

Source: Tasha's Cauldron of Everything p. 119

Dice Rolls

1d3

Alchemist's Fire (flask)

Type

Adventuring Gear

Weight

1

Description

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 Dexterity check to extinguish the flames.

Source: Player's Handbook p. 148

Value

50

Dice Rolls

1d6

Alchemist's Supplies

Type

Adventuring Gear

Weight

8

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.

Components: Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana: Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation: When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Source: Player's Handbook p. 154

Value

50

Alchemy Jug

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

12

Description

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid | Max Amount

Acid | 8 ounces

Basic poison | 1/2 ounce

Beer | 4 gallons

Honey | 1 gallon

Mayonnaise | 2 gallons

Oil | 1 quart

Vinegar | 2 gallons

Water, fresh | 8 gallons

Water, salt | 12 gallons

Wine | 1 gallon

Source: Dungeon Master's Guide p. 150

Alchemy Jug (Blue)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

12

Description

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid | Max Amount

Beer | 4 gallons

Boiling Hot Tea | 1 quart

Honey | 1 gallon

Mayonnaise | 2 gallons

Oil | 1 quart

Vinegar | 2 gallons

Water, fresh | 8 gallons

Water, salt | 12 gallons

Wine | 1 gallon

Source: Candlekeep Mysteries p. 144

Alchemy Jug (Orange)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

12

Description

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid | Max Amount

Beer | 4 gallons

Honey | 1 gallon

Mayonnaise | 2 gallons

Oil | 1 quart

Soy Sauce | 1 gallon

Vinegar | 2 gallons

Water, fresh | 8 gallons

Water, salt | 12 gallons

Wine | 1 gallon

Source: Candlekeep Mysteries p. 144

Alexandrite

Type

Treasure

Value

500

Description

transparent dark green

Source: Dungeon Master's Guide p. 134

All-Purpose Tool, +1

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by an artificer)

Description

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

All-Purpose Tool, +2

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by an artificer)

Description

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

All-Purpose Tool, +3

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by an artificer)

Description

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Amber

Type

Treasure

Value

100

Description

transparent watery gold to rich gold

Source: Dungeon Master's Guide p. 134

Amethyst

Type

Treasure

Value

100

Description

transparent deep purple

Source: Dungeon Master's Guide p. 134

Amethyst Lodestone

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).

Source: Fizban's Treasury of Dragons p. 22

Dice Rolls

1d6

Amulet

Type

Adventuring Gear

Weight

1

Description

A holy symbol is a representation of a god or pantheon

A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Source: Player's Handbook p. 151

Value

5

Amulet Of Appearance

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Your armor, weapons, and other equipment always shine as if just polished. Even if you're wounded, your wounds do not appear to others. You're immune to the frightened and poisoned conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this.

Source: Chains of Asmodeus p. 267

Amulet Of Betrayal

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

You can use a bonus action to move one of the following conditions from yourself to an ally within 60 feet of you: blinded, deafened, frightened, poisoned, stunned, exhaustion. When transferring exhaustion, move all your exhaustion levels. If the chosen ally is immune to a transferred condition, the transfer fails.

Source: Chains of Asmodeus p. 267

Amulet Of Duplicity

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

When you die, you're transported to an extradimensional space where you're stabilized at 0 hit points and kept in that state. The amulet creates a perfect copy of your corpse and places it where you were just before you died, but without any of your worn or carried items. After 24 hours, you regain 1 hit point and are returned to the location of your near-death. Everything about you is the same, except that your facial features are entirely different from before. Only a Wish spell can restore your true identity. Until then, you have disadvantage on any Charisma (Persuasion) checks to attempt to reveal who you really are.

Curse. An Identify spell or similar reveals only that the amulet can prevent death. Once you attune to the amulet, you can't describe its ability to any other creature, and if unattuned, you immediately forget what the amulet does. A Remove Curse spell reveals the details of the curse but does not remove it from the amulet.

Source: Chains of Asmodeus p. 267

Amulet of Health

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is 19 or higher without it.

Source: Dungeon Master's Guide p. 150

Amulet of Proof Against Detection and Location

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Weight

1

Description

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Source: Dungeon Master's Guide p. 150

Amulet of Protection from Turning

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.

Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.

Source: Tales from the Yawning Portal p. 228

Amulet of the Black Skull

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.

If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.

d100 | Transformation

01–20 | The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic.

21–35 | You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.

36–50 | You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.

51–70 | You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.

71–95 | You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.

96–00 | You become petrified. This effect can be ended only with a greater restoration spell or similar magic.

Source: Tomb of Annihilation p. 206

Dice Rolls

1d6