Type
Adventuring Gear
Description
Source: Player's Handbook p. 158
Value
0.04
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Adventuring Gear
Source: Player's Handbook p. 158
0.04
Adventuring Gear
Source: Player's Handbook p. 158
10
Adventuring Gear
Source: Player's Handbook p. 158
0.02
Adventuring Gear
Source: Player's Handbook p. 158
0.1
Adventuring Gear
Source: Player's Handbook p. 158
4
Adventuring Gear
Source: Player's Handbook p. 158
0.8
Adventuring Gear
Source: Player's Handbook p. 158
0.5
Adventuring Gear
Source: Player's Handbook p. 158
0.1
Adventuring Gear
Source: Player's Handbook p. 158
0.07
Adventuring Gear
Source: Player's Handbook p. 158
2
Adventuring Gear
Source: Player's Handbook p. 158
2
Adventuring Gear
Source: Player's Handbook p. 158
0.5
Adventuring Gear
Source: Player's Handbook p. 158
0.3
Adventuring Gear
Source: Player's Handbook p. 158
0.06
Adventuring Gear
Source: Player's Handbook p. 158
0.03
Adventuring Gear
Source: Player's Handbook p. 158
0.8
Adventuring Gear
Source: Player's Handbook p. 158
0.3
Adventuring Gear
Source: Player's Handbook p. 157
0.5
Adventuring Gear
Source: Player's Handbook p. 158
0.2
Adventuring Gear
Source: Player's Handbook p. 158
10
Adventuring Gear
59
Includes:
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torches
• 10 days of rations
• a waterskin
• 50 feet of hempen rope
Source: Player's Handbook p. 151
10
Adventuring Gear
This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Source: Explorer's Guide to Wildemount p. 225
1d8
Treasure
10
translucent circles of gray, white, brown , blue, or green
Source: Dungeon Master's Guide p. 134
Wondrous Item
Yes
artifact (requires attunement)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:
• 1 minor beneficial property
• 1 major beneficial property
• 1 minor detrimental property
Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits:
• You have truesight.
• You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
• The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.
Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:
• You are immune to disease and poison.
• Using the eye's X-ray vision never causes you to suffer exhaustion.
• You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
• If you start your turn with at least 1 hit point, you regain 1d100 hit points.
• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
• You can use an action to cast wish. This property can't be used again until 30 days have passed.
Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.
Source: Dungeon Master's Guide p. 224
Treasure
2500
Source: Dungeon Master's Guide p. 135
Wondrous Item
Yes
uncommon (requires attunement)
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Source: Dungeon Master's Guide p. 168
Wondrous Item
Yes
uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Source: Dungeon Master's Guide p. 168
Wondrous Item
Yes
uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Source: Dungeon Master's Guide p. 168
Wondrous Item
Yes
uncommon (requires attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can't be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you're wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Source: The Book of Many Things p. 36
Wondrous Item
Yes
This steel helm is shaped like the head of a boar. Once you don the helm, it can't be removed until you die or until a remove curse spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: "I'm exceedingly stubborn and think I'm right all the time." (This flaw supersedes any conflicting flaw.)
Source: Waterdeep: Dungeon of the Mad Mage p. 141
Melee Weapon
legendary (requires attunement by an evil cleric or paladin)
Yes
Fane-Eater is a battleaxe belonging to Arkhan the Cruel. (see page 111)
You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.
Proficiency: martial
Source: Baldur's Gate: Descent into Avernus p. 223
1d8
1d10
Slashing
M,V
melee damage +3
bonus
melee attacks +3
bonus
Wondrous Item
Yes
very rare (requires attunement)
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.
Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Source: Acquisitions Incorporated p. 221
charisma saving throw +1
saving throw
Wondrous Item
Yes
rare (requires attunement by a sorcerer)
This writhing crystal is steeped in the warped essence of the Far Realm. 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.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Source: Tasha's Cauldron of Everything p. 127
3d6
Adventuring Gear
These backpack-sized devices are created in pairs, with matching numbers engraved on them, and allow communication over a long distance using radio frequencies. While wearing a fargab, you can use an action to speak into the device's mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead.
Source: Dragonlance: Shadow of the Dragon Queen p. 188
Melee Weapon
Yes
1
very rare (requires attunement)
The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:
Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can't be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you're wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Source: The Book of Many Things p. 61
1d4
Piercing
F, L, T
20/60
Wondrous Item
Yes
common
This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides.
Source: Wayfinder's Guide to Eberron Chapter 5
Wondrous Item
Yes
rare (requires attunement)
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.
The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
Source: Waterdeep: Dragon Heist p. 191
Wondrous Item
Yes
common
This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
Source: Eberron: Rising from the Last War p. 277
Adventuring Gear
10
Source: Player's Handbook p. 157
0.05
Ranged Weapon
Yes
legendary (requires attunement)
2
This gorgeous longbow made of everbark from the Fey Realm flexes and shifts like a living entity. It is said to have been wielded by the legendary ranger Vex'ahlia against great evils.
Dormant
While Fenthras is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make an attack with Fenthras, you can declare it an oracle shot, allowing you to experience the area around the arrow using your normal senses for 10 minutes. Once this property is used, it can't be used again until you finish a short or long rest.
Additionally, when a creature is killed by an attack using this weapon, a six-foot tall tree rapidly grows out of the corpse over the next minute. The tree is rooted in the ground to make the body difficult to move, but does not permanently damage the corpse or its organs.
Awakened
When Fenthras reaches an awakened state, you gain the following benefits:
• The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d4 lightning damage.
• When you hit with an attack using this weapon,you can declare it a bramble shot. The attack deals an extra 3d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or become restrained by steely brambles that burst from the arrow. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used, it can't be used again until you finish a short or long rest.
Exalted
When Fenthras reaches an exalted state, you gain the following benefits:
• The weapon's bonus to attack and damage rolls increases to +3.
• The extra lightning damage dealt by attacks using the bow increases to 1d6.
• You can declare a bramble shot twice between rests, and the saving throw DC increases to 17.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, longbow
Source: Tal'Dorei Campaign Setting: Reborn p. 205
ranged attacks +1
bonus
ranged damage +1
bonus
1d8
Piercing
M,A,H,2H
150/600
Wondrous Item
Yes
common (requires attunement)
2
Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.
A Fernian ash rod provides a +1 bonus when you roll damage for a spell that inflicts fire damage.
Source: Wayfinder's Guide to Eberron Chapter 5
Wondrous Item
Yes
common (requires attunement)
4
Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.
A Fernian ash staff provides a +1 bonus when you roll damage for a spell that inflicts fire damage.
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, quarterstaff
Source: Wayfinder's Guide to Eberron Chapter 5
Wondrous Item
Yes
common (requires attunement)
1
Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.
A Fernian ash wand provides a +1 bonus when you roll damage for a spell that inflicts fire damage.
Source: Wayfinder's Guide to Eberron Chapter 5
Wondrous Item
Yes
common (requires attunement)
3
An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take fire damage, reduce it by 1d4.
Source: Wayfinder's Guide to Eberron Chapter 5
1d4
Wondrous Item
Yes
uncommon (requires attunement by a sorcerer)
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. 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.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 127
Medium Armor
Yes
20
rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Source: The Book of Many Things p. 67
14
Heavy Armor
Yes
55
rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Source: The Book of Many Things p. 67
16
13
1
Medium Armor
Yes
20
rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Source: The Book of Many Things p. 67
13
Medium Armor
Yes
40
rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Source: The Book of Many Things p. 67
15
1
Medium Armor
Yes
12
rare (requires attunement)
This colorful, flowery armor was forged in the Feywild and is infused with that plane's captivating magic.
While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Source: The Book of Many Things p. 67
12