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7 categories

Items

2565 of 2565 entries · Showing 651–700

Drum

Type

Adventuring Gear

Weight

3

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

6

Dulcimer

Type

Adventuring Gear

Weight

10

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

25

Dungeoneer's Pack

Type

Adventuring Gear

Weight

61.5

Description

Includes:

• a backpack

• a crowbar

• a hammer

• 10 pitons

• 10 torches

• a tinderbox

• 10 days of rations

• a waterskin

• 50 feet of hempen rope

Source: Player's Handbook p. 151

Value

12

Duplicitous Manuscript

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.

When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.

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

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

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

• When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.

Source: Tasha's Cauldron of Everything p. 126

Dice Rolls

1d3

Duskcrusher

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Value

15.0

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Description

This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

You can use an action to make the radiant head disappear.

While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.

While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Dice Rolls

1d8

Dust of Corrosion

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.

Source: The Wild Beyond the Witchlight p. 209

Dice Rolls

4d8

Dust of Deliciousness

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.

Source: Explorer's Guide to Wildemount p. 267

Dust of Disappearance

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Source: Dungeon Master's Guide p. 166

Dust of Dryness

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Source: Dungeon Master's Guide p. 166

Dice Rolls

10d6

Dust of Sneezing and Choking

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.

Source: Dungeon Master's Guide p. 166

Dwarven Plate

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

65

Description

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Source: Dungeon Master's Guide p. 167

Modifier

ac +2

Category

bonus

Armor Class

18

Strength

15

Stealth

1

Dwarven Thrower

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement by a Dwarf)

Weight

2

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

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.

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, warhammer

Source: Dungeon Master's Guide p. 167

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,T,V

Range

20/60

Dice Rolls

1d8

2d8

Dyrrn's Tentacle Whip

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.

You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.

As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

Symbiotic Nature. The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.

Source: Eberron: Rising from the Last War p. 276

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Eagle Whistle

Type

Wondrous Item

Magic

Yes

Details

rare

Description

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall.

The whistle has three uses. It regains expended uses daily at dawn.

Source: Tales from the Yawning Portal p. 228

Ear Horn of Hearing

Type

Wondrous Item

Magic

Yes

Details

common

Description

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.

Source: Xanathar's Guide to Everything p. 137

Earring Of Message

Type

Wondrous Item

Magic

Yes

Details

Common

Description

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains ld4 + 1 expended charges daily at dawn.

Source: Critical Role: Call of the Netherdeep p. 212

Earthboard

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

An earthboard is a slab of granite about three inches thick, nine feet long, and two feet wide, with smooth, tapered ends. However, its mundane appearance belies its unique elemental power, which reduces its weight to 40 pounds while a creature is attuned to it. The Earth Ashari of Terrah can often be seen with these stone boards upon their backs as they trek into the crags of the Cliffkeep Mountains.

While standing on an earthboard, you gain the following benefits:

• Your speed increases to 60 feet as the board skims across solid ground (but not liquid surfaces).

• If you ramp off a surface of solid earth, you can long jump up to 60 feet. When you end this jump, you can choose to slam into the ground, creating a shockwave. Each creature standing on the ground within 20 feet of you must succeed on a DC 14 Strength saving throw or fall prone.

• You have a burrowing speed of 20 feet that allows you to tunnel through earth or solid rock, leaving a 5-foot diameter tunnel in your wake. As an action, you can increase this burrowing speed to 60 feet until the start of your next turn.

• The earthboard always moves with you until you decide to dismount it (no action required).

These benefits last until you end your turn not standing on the earthboard.

Source: Tal'Dorei Campaign Setting: Reborn p. 198

Earworm

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.

Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.

The earworm regains 1d4 expended charges daily at dawn.

Symbiotic Nature. The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.

Source: Eberron: Rising from the Last War p. 277

Eberron Dragonshard

Type

Wondrous Item

Magic

Yes

Description

Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths.

Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.

Source: Wayfinder's Guide to Eberron Chapter 5

Echo Stone

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds.

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

Efreeti Bottle

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

1

Description

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's statistics.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 — Effect:

01-10 — The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.

11-90 — The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.

91-00 — The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.

Source: Dungeon Master's Guide p. 167

Efreeti Chain

Type

Heavy Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

55

Description

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

Source: Dungeon Master's Guide p. 167

Modifier

ac +3

Category

bonus

Armor Class

16

Strength

13

Stealth

1

Elder Cartographer's Glossography

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.

Source: Acquisitions Incorporated p. 20

Eldritch Claw Tattoo

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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

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

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 126

Dice Rolls

1d6

Eldritch Staff

Type

Staff

Magic

Yes

Details

very rare (requires attunement)

Description

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Source: The Wild Beyond the Witchlight p. 209

Dice Rolls

1d6+4

Electrum (ep)

Type

Treasure

Weight

0.02

Description

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143

Elemental Essence Shard

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a sorcerer)

Description

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

d4 | Property

1 | Air. You can immediately fly up to 60 feet without provoking opportunity attacks.

2 | Earth. You gain resistance to a damage type of your choice until the start of your next turn.

3 | Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.

4 | Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.

Source: Tasha's Cauldron of Everything p. 127

Elemental Gem, Blue Sapphire

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Source: Dungeon Master's Guide p. 167

Elemental Gem, Emerald

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Source: Dungeon Master's Guide p. 167

Elemental Gem, Red Corundum

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Source: Dungeon Master's Guide p. 167

Elemental Gem, Yellow Diamond

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Source: Dungeon Master's Guide p. 167

Elephant

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

200

Elixir of Health

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

Source: Dungeon Master's Guide p. 168

Elven Chain

Type

Medium Armor

Magic

Yes

Details

rare

Weight

20

Description

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Source: Dungeon Master's Guide p. 209

Modifier

ac +1

Category

bonus

Armor Class

13

Elven Thrower

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement by a elf)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

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.

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: simple, spear

Source: Bigby Presents: Glory of the Giants p. 64

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Emblem

Type

Adventuring Gear

Description

A holy symbol is a representation of a god or pantheon

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

Source: Player's Handbook p. 151

Value

5

Embroidered glove set with jewel chips

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Embroidered silk and velvet mantle set with numerous moonstones

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Embroidered silk handkerchief

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Emerald

Type

Treasure

Value

1000

Description

transparent deep bright green

Source: Dungeon Master's Guide p. 134

Emerald Pen

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast illusory script at will, requiring no material components.

Source: Fizban's Treasury of Dragons p. 23

Enduring Spellbook

Type

Wondrous Item

Magic

Yes

Details

common

Description

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Source: Xanathar's Guide to Everything p. 137

Entertainer's Pack

Type

Adventuring Gear

Weight

38

Description

Includes:

• a backpack

• a bedroll

• 2 costumes

• 5 candles

• 5 days of rations

• a waterskin

• a disguise kit.

Source: Player's Handbook p. 151

Value

40

Ephixis, Bow of Nylea

Type

Ranged Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

2

Value

25.0

Properties

A,2H

Damage

1d6

Damage Type

Piercing

Range

80/320

Description

Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.

Bow of the Wild: This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.

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

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

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

If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property.

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

Arrows of the Seasons: The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:

Spring: As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.

Summer: As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.

Autumn: As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.

Winter: As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.

Destroying the Bow: The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.

Source: Mythic Odysseys of Theros p. 200

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Ersatz Eye

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Description

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount p. 267

Euryale's Aegis

Type

Shield

Magic

Yes

Weight

6

Details

legendary (requires attunement)

Description

This gleaming brass shield bears a relief of the legendary medusa druid Euryale.

While wielding this shield, you gain the following benefits:

Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition.

Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa's petrifying magic, causing the relief's eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can't be used again until the next dawn.

Spellcasting. While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, the shield can't cast that spell again until the next dawn.

Source: The Book of Many Things p. 35

Armor Class

2

Everbright Lantern

Type

Wondrous Item

Magic

Yes

Details

common

Weight

2

Description

This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.

Source: Eberron: Rising from the Last War p. 277

Eversmoking Bottle

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

1

Description

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Source: Dungeon Master's Guide p. 168

Exotic Saddle

Type

Adventuring Gear

Weight

40

Description

An exotic saddle is required for riding any aquatic or flying mount.

Source: Player's Handbook p. 157

Value

60

Expenses, Ale, Gallon

Type

Adventuring Gear

Description

Source: Player's Handbook p. 158

Value

0.2