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7 categories

Items

2565 of 2565 entries · Showing 451–500

Corpse Slayer Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Mace

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Damage

1d6

Damage Type

Bludgeoning

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Maul

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

10

Properties

H,2H

Damage

2d6

Damage Type

Bludgeoning

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Morningstar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Damage

1d8

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Musket

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

10

Properties

A,LD,2H

Damage

1d12

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Range

40/120

Dice Rolls

1d8

Corpse Slayer Net

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

S,T

Range

5/15

Description

Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Pike

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

18

Properties

H,R,2H

Damage

1d10

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Pistol

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

A,LD

Damage

1d10

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Range

30/90

Dice Rolls

1d8

Corpse Slayer Quarterstaff

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Properties

V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

F

Damage

1d8

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

F,L

Damage

1d6

Damage Type

Slashing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Shortbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

A,2H

Damage

1d6

Damage Type

Piercing

Range

80/320

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

F,L

Damage

1d6

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Sickle

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

L

Damage

1d4

Damage Type

Slashing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Sling

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Properties

A

Damage

1d4

Damage Type

Bludgeoning

Range

30/120

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Spear

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Trident

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer War Pick

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Damage

1d8

Damage Type

Piercing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Warhammer

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Whip

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

F,R

Damage

1d4

Damage Type

Slashing

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Yklwa

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

T

Damage

1d8

Damage Type

Piercing

Range

10/30

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Costume Clothes

Type

Adventuring Gear

Weight

4

Description

Source: Player's Handbook p. 150

Value

5

Cracked Driftglobe

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

1

Description

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light spell.

Source: Candlekeep Mysteries p. 110

Crampon

Type

Adventuring Gear

Weight

0.125

Value

1

Description

A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice.

Source: Icewind Dale: Rime of the Frostmaiden p. 20

Crook Of Rao

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao-potentially for the final time.

Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

• 2 minor beneficial properties

• 1 major beneficial property

• 1 minor detrimental property

Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn.

Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years.

Failing Matrix. Whenever the Crook of Rao's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.

d100 | Effect

1-25 | A portal to a random plane opens. The portal closes after 5 minutes.

26-45 | 2d4 imps and 2d4 quasits appear.

46-60 | 1d8 succubi/incubi appear.

67-70 | 1d10 barbed devils and 1d10 vrocks appear.

71-80 | 1 arcanoloth, 1 night hag, and l rakshasa appear.

81-85 | 1 ice devil and 1 marilith appear.

86-90 | 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.

91-00 | Iggwilv's Curse (see the Iggwilv's Curse property).

Iggwilv's Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a SO-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing SO until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.

Destroying or Repairing the Crook. The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.

Source: Tasha's Cauldron of Everything p. 123

Dice Rolls

1d6

Crossbow Bolt Case

Type

Adventuring Gear

Weight

1

Description

This wooden case can hold up to twenty crossbow bolts.

Source: Player's Handbook p. 151

Value

1

Crossbow Bolt of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.075

Description

A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Crossbow Bolts

Type

Ammunition

Weight

0.075

Description

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Player's Handbook p. 150

Value

0.05

Crossbow Bolts +1

Type

Ammunition

Magic

Yes

Details

uncommon

Weight

0.075

Description

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Crossbow Bolts +2

Type

Ammunition

Magic

Yes

Details

rare

Weight

0.075

Description

You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Crossbow Bolts +3

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.075

Description

You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Crowbar

Type

Adventuring Gear

Weight

5

Description

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Source: Player's Handbook p. 151

Value

2

Crown of Lies

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers' clutches and donned the crown, the Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.

The crown is made of burnished and entwined metal rods. To attune to it, you must place it on your head and speak a true desire of your heart. You know how to attune to the crown when you touch it.

Random Properties. The Crown of Lies has the following random properties (see the Dungeon Master's Guide for options):

• 1 minor beneficial property

• 1 major beneficial property

• 1 minor detrimental property

Perfect Disguise. While attuned to the crown, you can use an action to transform yourself to look and feel like any creature you've seen at least once and whose size is no more than one size smaller or larger than yours.

The new form mimics the chosen creature's appearance exactly, including its voice. Your size and speed are replaced by the chosen creature's. You otherwise retain your own game statistics. While in this new form, the crown melds into your person and is undetectable.

Your new form lasts until you die, your attunement to the crown ends, or you use another action to transform into a different creature or your true form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you're disguised as. You count as the chosen creature for the purposes of spells, traps, and other defenses that wouldn't target the chosen creature.

While in your disguised form, any lies you tell always seem to be true, no matter what magical or mundane methods are used to try to detect your falsehoods. You are the recipient of Sending spells addressed to you and the creature you are disguised as, and Scrying and similar spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a Wish spell.

While wearing this crown in your true form, you can choose for the crown to be visible if you wish.

Destroying the Crown. If a creature wearing the crown is killed by the creature it is disguised as, the crown disintegrates and is destroyed.

Source: Vecna: Eve of Ruin p. 6

Crown Of The Wrath Bringer

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.

When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.

Invoking the Rune. As an action, you can invoke the crown's rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.

Source: Bigby Presents: Glory of the Giants p. 111

Crown of Whirling Comets

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara's points detach and closely orbit your head.

The crown has 6 charges for the following properties, which you can use while wearing the crown:

Star Flight. As a bonus action, you can spend 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. While flying, you glow faintly with starlight.

Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage.

Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16).

The crown regains 1d6 expended charges daily at dawn.

Source: The Book of Many Things p. 35

Crystal

Type

Adventuring Gear

Weight

1

Description

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151

Value

10

Crystal Ball

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

3

Description

This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

Source: Dungeon Master's Guide p. 159

Crystal Ball of Mind Reading

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

Source: Dungeon Master's Guide p. 159

Crystal Ball of Telepathy

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 159

Crystal Ball of True Seeing

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.

Source: Dungeon Master's Guide p. 159

Crystal Blade Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Proficiency: martial, greatsword

Source: Fizban's Treasury of Dragons p. 22

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Crystal Blade Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Proficiency: martial, longsword

Source: Fizban's Treasury of Dragons p. 22

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Crystal Blade Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Proficiency: martial, rapier

Source: Fizban's Treasury of Dragons p. 22

Damage

1d8

Damage Type

Piercing

Properties

M,F

Crystal Blade Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Proficiency: martial, scimitar

Source: Fizban's Treasury of Dragons p. 22

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Crystal Blade Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Proficiency: martial, shortsword

Source: Fizban's Treasury of Dragons p. 22

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Crystalline Chronicle

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a wizard)

Description

An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary's telepathic bond, sending, telekinesis, Tasha's mind whip, and Tenser's floating disk (spells with an asterisk appear in this book). It functions as a spellbook for you, with its spells and other writing psychically encoded within it.

While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver (appears in this book), and message cantrips if you don't already know them.

The crystal 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 information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.

• When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.

Source: Tasha's Cauldron of Everything p. 124

Dice Rolls

1d3

Cube of Force

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

Cube of Force Faces

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 in the table below.

Spell or item | Charges Lost

Disintegrate | 1d12

Horn of Blasting | 1d10

Passwall | 1d6

Prismatic spray | 1d20

Wall of fire | 1d4

Source: Dungeon Master's Guide p. 159

Dice Rolls

1d20

Cubic Gate

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.

You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide p. 160

Dice Rolls

1d3

Cuddly Strixhaven Mascot

Type

Wondrous Item

Magic

Yes

Details

common

Value

100

Description

Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.

The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.

Source: Strixhaven: A Curriculum of Chaos p. 38

Dice Rolls

1d20

Cursed Luckstone

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.

Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.

Source: Ghosts of Saltmarsh p. 229