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7 categories

Items

2565 of 2565 entries · Showing 501–550

Daern's Instant Fortress

Type

Wondrous Item

Magic

Yes

Details

rare

Description

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

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 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Source: Dungeon Master's Guide p. 160

Dice Rolls

10d10

Dagger

Type

Melee Weapon

Weight

1

Description

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Player's Handbook p. 149

Value

2

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dagger +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

1

Description

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dagger +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

1

Description

You have a +2 bonus to attack and damage rolls made with this weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dagger +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

1

Description

You have a +3 bonus to attack and damage rolls made with this weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dagger Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

1

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

Proficiency: simple, dagger

Source: Chains of Asmodeus p. 271

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Dagger of Blindsight

Type

Melee Weapon

Magic

Yes

Weight

1

Details

rare (requires attunement)

Description

A creature attuned to this dagger gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Source: Waterdeep: Dungeon of the Mad Mage p. 86

Damage

1d4

Damage Type

Piercing

Properties

F, L, T

Range

20/60

Dagger of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

1

Properties

F,L,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Dagger of Denial

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This silver stiletto blade bears intricate grooves that spiral from its tip to its ivory hilt and handle. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

As an action, you can place the point of the blade into any keyhole and seal it shut. A keyhole sealed in this way can't be unlocked until this dagger is placed into that keyhole once more (though a sealed door or container can still be broken, bypassing the lock). Sealing a keyhole unseals any keyholes previously sealed with this weapon.

Proficiency: simple, dagger

Source: Tal'Dorei Campaign Setting: Reborn p. 195

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dagger of Guitar Solos

Type

Melee Weapon

Magic

Yes

Weight

1

Value

750

Description

This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe.

Source: Waterdeep: Dungeon of the Mad Mage p. 228

Damage

1d4

Damage Type

Piercing

Properties

F, L, T

Range

20/60

Dagger of Venom

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

1

Description

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 161

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dice Rolls

2d10

Dagger of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

1

Description

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Damselfly Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.

Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.

Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon; they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights.

Size: Large Vehicle (100 ft. by 20 ft.)

Armor Class: 19 (metal)

Hit Points: 200

Damage Threshold: 15

Speed: flying speed 70 ft. (8 mph)

Cost: 20000 gp

Keel/Beam: 100 ft. / 20 ft.

Crew: 9

Cargo: 5 tons

Ballista

Armor Class 15

Hit Points 50

Cost 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Mangonel

Armor Class 15

Hit Points 100

Cost 100 gp (mangonel), -- gp (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 28

Dancing Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

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.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron Chapter 3

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Dancing Greatsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

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.

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

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

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 161

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dancing Longsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

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.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 161

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dancing Rapier

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

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.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 161

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dancing Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

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.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 161

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dancing Shortsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

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.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 161

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Danoth's Visor

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.

Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.

Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties:

• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. 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. This property can't be used again until the next dawn.

• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.

Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties:

• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.

• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn.

Source: Explorer's Guide to Wildemount p. 270

Daoud's Wondrous Lanthorn

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern are fitted with faceted gemstone lenses.

The lantern is a symbol of the teachings of Daoud, who was once a priest of Istus, a god of fate. When Daoud was stripped of his possessions, he developed a radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny.

Random Properties. The lantern has the following random properties:

• 2 minor beneficial properties

• 1 major beneficial Properties property

• 1 minor detrimental property

Precious Fuel. The lantern burns only one source of fuel: powdered gemstones placed in the lantern's base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern's flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can't be removed from the lantern's base.

The lantern's flame can't be extinguished by any means other than running out of fuel. If the lantern's flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the "Destroying the Lantern" section).

Revealing Light. The lantern sheds Vision and Light in a 60-foot radius and Vision and Light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern's Vision and Light.

While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to Vision and Light in a 5-foot radius, or brighten the lantern back to its normal Vision and Light radius.

Lenses. When found, the lantern's faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the Lenses table. The gem lenses can't be removed from the lantern.

As an action while holding the lantern, you can burn some of the lantern's fuel to cast a spell (save DC 20) through one or more of its current gem lenses, as noted in the Lenses table. The spell's target or point of origin must be in the lantern's area of Vision and Light. If there isn't enough fuel left to cast the spell, the last of the remaining fuel is expended, and the flame goes out.

Lens Color | Spell | Fuel Cost

Amethyst | Reverse Gravity | 3,000 gp

Diamond | Disintegrate | 2,000 gp

Emerald | Haste | 500 gp

Jacinth | Flame Strike | 1,000 gp

Ruby | Hold Monster | 1,000 gp

Sapphire | Fear | 500 gp

Topaz | Slow | 500 gp

Any four colors | Prismatic Wall | 5,000 gp

Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern's flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern's gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.

Source: Quests from the Infinite Staircase p. 190

Dark Shard Amulet

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a warlock)

Description

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

• You can use the amulet as a spellcasting focus for your warlock spells.

• You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Source: Xanathar's Guide to Everything p. 137

Dart

Type

Ranged Weapon

Weight

0.25

Description

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Player's Handbook p. 149

Value

0.05

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dart +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

0.25

Description

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dart +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

0.25

Description

You have a +2 bonus to attack and damage rolls made with this weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dart +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

0.25

Description

You have a +3 bonus to attack and damage rolls made with this weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dart of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

0.25

Properties

F,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Dart of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

0.25

Description

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you 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, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dawnbringer

Type

Melee Weapon

Magic

Yes

Details

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

Weight

3

Description

Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn.

Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it.

Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.

Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword, shortsword

Source: Out of the Abyss p. 222

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V, F

Deathwalker's Ward

Type

Light Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

13

Description

This beautiful black leather armor is covered in intricate scrollwork, and has a mantle bearing the black feathers of the Matron of Ravens. Legends say that it has been worn by a number of that deity's champions over the centuries—most recently, Vax'ildan of Vox Machina.

Dormant

When the Deathwalker's Ward is in a dormant state, you gain a +1 bonus to AC and you have advantage on death saving throws while wearing the armor.

Awakened

When the Deathwalker's Ward reaches an awakened state, you gain the following benefits:

• The AC bonus of the armor increases to +2.

• While wearing the armor, you have resistance to one of the following damage types of your choice:acid, cold, fire, lightning, necrotic, or poison. You can change the damage type when you finish a short rest.

Exalted

When the Deathwalker's Ward reaches an exalted state, you gain the following benefits:

• The AC bonus of the armor increases to +3.

• As a bonus action, you grow large black raven wings that grant you a flying speed of 60 feet and last for 1 hour. Once this property is used, it can't be used again until you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 204

Modifier

ac +1

Category

bonus

Armor Class

12

Decanter of Endless Water

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

2

Description

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:

• "Stream" produces 1 gallon of water.

• "Fountain" produces 5 gallons of water.

• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Source: Dungeon Master's Guide p. 161

Dice Rolls

1d4

Deck of Dimensions

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

The backs of the cards in this deck are decorated with intricate designs representing different planes of existence. The deck has 6 charges. While holding it, you can expend 1 or more of its charges to use the following properties:

Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card's name and teleport to the card's location, along with any equipment you are wearing or carrying, appearing in the closest unoccupied space to the card. After you teleport in this way, or after 8 hours, the card returns to the deck, and the mark on it fades.

Riffling Portal. As an action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell's portal rings. When the spell ends, the deck reappears in your possession.

Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment you're wearing or carrying, to that space. The card then vanishes and returns to the deck.

The deck regains 1d6 expended charges daily at dawn.

Source: The Book of Many Things p. 40

Deck of Illusions

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card — Illusion

Ace of hearts — Red dragon

King of hearts — Knight and four guards

Queen of hearts — Succubus or incubus

Jack of hearts — Druid

Ten of hearts — Cloud giant

Nine of hearts — Ettin

Eight of hearts — Bugbear

Two of hearts — Goblin

Ace of diamonds — Beholder

King of diamonds — Archmage and mage apprentice

Queen of diamonds — Night hag

Jack of diamonds — Assassin

Ten of diamonds — Fire giant

Nine of diamonds — Ogre mage

Eight of diamonds — Gnoll

Two of diamonds — Kobold

Ace of spades — Lich

King of spades — Priest and two acolytes

Queen of spades — Medusa

Jack of spades — Veteran

Ten of spades — Frost giant

Nine of spades — Troll

Eight of spades — Hobgoblin

Two of spades — Goblin

Ace of clubs — Iron golem

King of clubs — Bandit captain and three bandits

Queen of clubs — Erinyes

Jack of clubs — Berserker

Ten of clubs — Hill giant

Nine of clubs — Ogre

Eight of clubs — Ore

Two of clubs — Kobold

Jokers (2) — You (the deck's owner)

Source: Dungeon Master's Guide p. 161

Deck of Many More Things

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)

Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.

As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.

Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.

The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.

d100 | Card

01 | Aberration

02 | Balance*

03 | Beast

04 | Book

05 | Bridge

06 | Campfire

07 | Cavern

08 | Celestial

09 | Comet*

10 | Construct

11 | Corpse

12 | Crossroads

13 | Donjon*

14 | Door

15 | Dragon

16 | Elemental

17 | Euryale*

18 | Expert

19 | Fates*

20 | Fey

21 | Fiend

22 | Flames*

23 | Fool*

24 | Gem*

25 | Giant

26 | Humanoid

27 | Jester*

28 | Key*

29 | Knight*

30 | Lance

31 | Mage

32 | Map

33 | Maze

34 | Mine

35 | Monstrosity

36 | Moon*

37 | Ooze

38 | Path

39 | Pit

40 | Plant

41 | Priest

42 | Prisoner

43 | Puzzle*

44 | Ring

45 | Rogue*

46 | Ruin*

47 | Sage*

48 | Shield

49 | Ship

50 | Skull*

51 | Staff

52 | Stairway

53 | Star*

54 | Statue

55 | Sun*

56 | Talons*

57 | Tavern

58 | Temple

59 | Throne*

60 | Tomb

61 | Tower

62 | Tree

63 | Undead

64 | Void*

65 | Warrior

66 | Well

67-00 | Roll again

Aberration. You gain telepathy within a range of 90 feet.

Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.

You remain transformed in this way for 2d12 days; nothing can alter your form while you're under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.

Book. You gain the ability to speak, read, and write 1d6 + 2 languages of your choice.

Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Campfire. You immediately gain the benefits of finishing a long rest.

Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free.

Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.

Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator.

Corpse. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell.

Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic.

Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Dragon. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies.

Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder.

Expert. Your Dexterity score increases by 2, to a maximum of 22.

Fey. A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.

The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.

Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane.

Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.

Humanoid. You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared.

Lance. All your ability scores increase by 1, to a maximum of 20.

Mage. Your Intelligence score increases by 2, to a maximum of 22.

Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.

Maze. You gain 1d3 levels of exhaustion.

Mine. A pile of 2d6 gems (each worth 5,000 gp) and 1d10 chunks of precious ore (each worth 2,500 gp) appears at your feet.

Monstrosity. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect.

Ooze. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect.

Path. Your walking speed increases by 10 feet.

Pit. A pit opens beneath you. You plummet 3d6 x 10 feet, take damage from the fall, and have the prone condition.

Plant. You gain the ability to cast Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Priest. Your Wisdom score increases by 2, to a maximum of 22.

Prisoner. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves' tools.

Ring. A rare or rarer magic ring appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring.

Shield. A rare or rarer suit of magic armor that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor.

Ship. You gain proficiency in three skills chosen by the DM.

Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.

Stairway. You can choose to either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item.

Statue. You immediately have the petrified condition as your body is transformed into marble. The petrification lasts until you are freed with the Greater Restoration spell or similar magic.

Tavern. Your Charisma score increases by 2 to a maximum of 22.

Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.

Tomb. At any time you choose within 1 year of drawing this card, you can cast the True Resurrection spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.

Tree. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic.

Undead. Somewhere on the Material Plane, a revenant rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.

Warrior. Your Strength score increases by 2 to a maximum of 22.

Well. You learn three cantrips of your choice from any spell list.

Source: The Book of Many Things p. 51

Deck of Many Things

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Playing Card — Card

Ace of diamonds — Vizier*

King of diamonds — Sun

Queen of diamonds — Moon

Jack of diamonds — Star

Two of diamonds — Comet*

Ace of hearts — The Fates*

King of hearts — Throne

Queen of hearts — Key

Jack of hearts — Knight

Two of hearts — Gem*

Ace of clubs — Talons*

King of clubs — The Void

Queen of clubs — Flames

Jack of clubs — Skull

Two of clubs — Idiot*

Ace of spades — Donjon*

King of spades — Ruin

Queen of spades — Euryale

Jack of spades — Rogue

Two of spades — Balance*

Joker (with TM) — Fool*

Joker (without TM) — Jester

* Found only in a deck with twenty-two cards

Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

Euryale. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

Idiot. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

Moon. You are granted the ability to cast the wish spell 1d3 times.

Rogue. A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

Skull. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

Sun. You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.

Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

Source: Dungeon Master's Guide p. 162

Deck of Miscellany

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This wooden box contains a set of thirty-two parchment cards.

1d32 | Item

3 of diamonds | Wooden abacus

4 of diamonds | Four vials of perfume

5 of diamonds | 5 days' worth of rations

6 of diamonds | Iron pot

7 of diamonds | Disguise kit

8 of diamonds | Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface

9 of diamonds | Manacles

10 of diamonds | Ten sheets of parchment

3 of hearts | Three daggers

4 of hearts | Four flasks of oil

5 of hearts | Five silk robes

6 of hearts | Forgery kit

7 of hearts | Quarterstaff

8 of hearts | Fishing tackle

9 of hearts | Leather pouch containing 18 gp

10 of hearts | 10 crossbow bolts

3 of clubs | Three books, written in Common, about random historical events

4 of clubs | Canvas tent

5 of clubs | 50 feet of coiled silk rope

6 of clubs | Two crowbars

7 of clubs | Healer's kit

8 of clubs | Eight gems worth 5 gp each

9 of clubs | Lamp

10 of clubs | 10 feet of iron chain

3 of spades | Three spears

4 of spades | Steel mirror

5 of spades | 15-foot wooden pole

6 of spades | Burlap sack

7 of spades | Two sets of fine clothes

8 of spades | Shovel

9 of spades | Light hammer

10 of spades | Ten arrows

Source: The Book of Many Things p. 41

Deck of Oracles

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.

Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 61

Deck of Several Things

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Playing Card — Card

Ace of diamonds — Vizier

King of diamonds — Sun

Queen of diamonds — Moon

Jack of diamonds — Star

Two of diamonds — Comet

Ace of hearts — The Fates

King of hearts — Throne

Queen of hearts — Key

Jack of hearts — Knight

Two of hearts — Gem

Ace of clubs — Talons

King of clubs — The Void

Queen of clubs — Flames

Jack of clubs — Skull

Two of clubs — Idiot

Ace of spades — Donjon

King of spades — Ruin

Queen of spades — Euryale

Jack of spades — Rogue

Two of spades — Balance

Joker (with TM) — Fool

Joker (without TM) — Jester

Balance. Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.

Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.

Euryale. The card's medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.

The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure.

Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson's patron—a similarly powerful devil.

Fool. For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.

Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.

Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.

Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.

Key. A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.

Knight. You gain the service of any of the NPCs in the "Hirelings" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.

Moon. You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.

Rogue. An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you.

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.

Skull. You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

Star. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24.

Sun. You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.

Talons. Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.

Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.

Vizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

The Void. This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.

Source: Lost Laboratory of Kwalish p. 53

Deck of Wild Cards

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

This deck of heavy vellum cards hums with the magic of the Elemental Chaos.

The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4 slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.

d4 | Suit | Effect

1 | clubs (Rods) | The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage.

2 | diamonds (Coins) | The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage.

3 | hearts (Cups) | The card covers the target in a thick layer of ice. The target takes 1d10 cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn.

4 | spades (Swords) | The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.

Source: The Book of Many Things p. 41

Deck of Wonder

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.

Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.

You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.

1d22 | Card Title

Ace of diamonds | Chancellor*

King of diamonds | Day

Queen of diamonds | Night

Jack of diamonds | Dawn

2 of diamonds | Dusk*

Ace of hearts | Destiny*

King of hearts | Crown

Queen of hearts | Lock

Jack of hearts | Champion

2 of hearts | Coin*

Ace of clubs | Vulture*

King of clubs | Chaos

Queen of clubs | Order

Jack of clubs | Beginning

2 of clubs | Mystery*

Ace of spades | Isolation*

King of spades | End

Queen of spades | Monster

Jack of spades | Knife

2 of spades | Justice*

Joker (with ™) | Student*

Joker (without ™) | Mischief

Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours.

Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.

Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.

Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.

Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.

Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls.

Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.

Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point.

Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.

End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.

Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.

Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.

Knife. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon.

Lock. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).

Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws.

Monster. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic.

Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again; together, the two draws count as one of your declared draws.

Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours.

Order. You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days.

Student. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Vulture. One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn't recovered within 1 hour, it disappears forever.

Source: The Book of Many Things p. 55

Defender Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron Chapter 3

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4+3

Defender Greatsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

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

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

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 164

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Defender Longsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 164

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Defender Rapier

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 164

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Defender Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 164

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Defender Shortsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 164

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dekella, Bident of Thassa

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

4

Value

5.0

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

Description

Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.

Bident of the Deep: Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.

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

• Piety 10+: You can breathe underwater, and you gain a swimming speed of 60 feet.

• Piety 25+: The bident has 1 randomly determined minor beneficial property.

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

If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.

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

Command the Deep: The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.

Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.

Aquatic Metamorphosis: You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.

Destroying the Bident: To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.

Source: Mythic Odysseys of Theros p. 199

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Dice Rolls

2d10

Delver's Claws

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Description

The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole's claws. Stitched into the glove's palm is the mountain rune.

The glove is considered a simple melee weapon with the finesse and light properties, and it deals 1d4 slashing damage on a hit. While attuned to the glove, you gain a burrowing speed equal to your walking speed and blindsight to 15 feet.

Invoking the Rune. As an action, you can invoke the glove's rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Source: Bigby Presents: Glory of the Giants p. 112

Damage

1d4

Damage Type

Slashing

Properties

F,L

Demon Armor

Type

Heavy Armor

Magic

Yes

Details

very rare, cursed (requires attunement)

Weight

65

Description

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 the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Source: Dungeon Master's Guide p. 165

Modifier

ac +1

Category

bonus

Armor Class

18

Strength

15

Stealth

1

Demonbone Glaive

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

You have a +2 bonus to attack and damage rolls made with this magic weapon. In addition, when you're damaged by a creature in reach, you may use your reaction to make one melee attack against it with this weapon.

Curse. You're unwilling to part with this weapon while attuned to it. While attuned, you have disadvantage on attack rolls with weapons other than this one.

Whenever a hostile creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action on each of your turns to attack the creature nearest to you with the weapon. 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're berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Alternatively, an ally can use an action to make a DC 15 Charisma (Persuasion) check and if successful, you're no longer berserk. Only the Remove Curse spell allows you to end attunement to this item.

Corrupting. This item corrupts. See the "Infernal Item Corruption" section.

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.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

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

Proficiency: martial, glaive

Source: Chains of Asmodeus p. 267

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus