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7 categories

Items

2565 of 2565 entries · Showing 751–800

Feywrought Leather Armor

Type

Light Armor

Magic

Yes

Weight

10

Details

rare (requires attunement)

Description

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.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Source: The Book of Many Things p. 67

Armor Class

11

Feywrought Padded Armor

Type

Light Armor

Magic

Yes

Weight

8

Details

rare (requires attunement)

Description

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.

Padded armor consists of quilted layers of cloth and batting.

Source: The Book of Many Things p. 67

Armor Class

11

Stealth

1

Feywrought Plate Armor

Type

Heavy Armor

Magic

Yes

Weight

65

Details

rare (requires attunement)

Description

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.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: The Book of Many Things p. 67

Armor Class

18

Strength

15

Stealth

1

Feywrought Ring Mail

Type

Heavy Armor

Magic

Yes

Weight

40

Details

rare (requires attunement)

Description

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 is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Source: The Book of Many Things p. 67

Armor Class

14

Stealth

1

Feywrought Scale Mail

Type

Medium Armor

Magic

Yes

Weight

45

Details

rare (requires attunement)

Description

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 coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Source: The Book of Many Things p. 67

Armor Class

14

Stealth

1

Feywrought Spiked Armor

Type

Medium Armor

Magic

Yes

Weight

45

Details

rare (requires attunement)

Description

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.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: The Book of Many Things p. 67

Armor Class

14

Stealth

1

Feywrought Splint Armor

Type

Heavy Armor

Magic

Yes

Weight

60

Details

rare (requires attunement)

Description

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 is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Source: The Book of Many Things p. 67

Armor Class

17

Strength

15

Stealth

1

Feywrought Studded Leather Armor

Type

Light Armor

Magic

Yes

Weight

13

Details

rare (requires attunement)

Description

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 from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Source: The Book of Many Things p. 67

Armor Class

12

Figurine of Wondrous Power, Bronze Griffon

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Source: Dungeon Master's Guide p. 169

Figurine of Wondrous Power, Ebony Fly

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 day have passed.

Source: Dungeon Master's Guide p. 169

Figurine of Wondrous Power, Golden Lions

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.

Source: Dungeon Master's Guide p. 169

Figurine of Wondrous Power, Ivory Goats

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

• The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

• The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

• The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Source: Dungeon Master's Guide p. 169

Figurine of Wondrous Power, Marble Elephant

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Marble Elephant. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.

Source: Dungeon Master's Guide p. 170

Figurine of Wondrous Power, Obsidian Steed

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Source: Dungeon Master's Guide p. 170

Figurine of Wondrous Power, Onyx Dog

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

Source: Dungeon Master's Guide p. 170

Figurine of Wondrous Power, Serpentine Owl

Type

Wondrous Item

Magic

Yes

Details

rare

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Serpentine Owl. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

Source: Dungeon Master's Guide p. 170

Figurine of Wondrous Power, Silver Raven

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Source: Dungeon Master's Guide p. 170

Finder's Goggles

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a creature with the Mark of Finding)

Description

The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:

• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.

• As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 1 3 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn.

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

Fine Clothes

Type

Adventuring Gear

Weight

6

Description

Source: Player's Handbook p. 150

Value

15

Fine gold chain set with a fire opal

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Fire opal

Type

Treasure

Value

1000

Description

translucent fiery red

Source: Dungeon Master's Guide p. 134

Fish Suit

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 22

Fishing Tackle

Type

Adventuring Gear

Weight

4

Description

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Source: Player's Handbook p. 151

Value

1

Flail

Type

Melee Weapon

Weight

2

Description

Proficiency: martial, flail

Source: Player's Handbook p. 149

Value

10

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Flail +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

Proficiency: martial, flail

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Flail +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

Proficiency: martial, flail

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Flail +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

Proficiency: martial, flail

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Flail Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

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: martial, flail

Source: Chains of Asmodeus p. 271

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Flail of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Damage

1d8

Damage Type

Bludgeoning

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

Flail of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.

Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Damage Type

Bludgeoning

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Flail of Tiamat

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.

While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can't be used again until the next dawn.

Proficiency: martial, flail

Source: Fizban's Treasury of Dragons p. 23

Damage

1d8

Damage Type

Bludgeoning

Properties

M,

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Dice Rolls

5d4

14d6

Flail of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

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.

Proficiency: martial, flail

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Flame Tongue Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

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 speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron Chapter 3

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

2d6

Flame Tongue Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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. 170

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Flame Tongue Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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. 170

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

2d6

Flame Tongue Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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. 170

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

2d6

Flame Tongue Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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. 170

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

2d6

Flame Tongue Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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. 170

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

2d6

Flamefriend Lantern

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This wrought-iron lantern holds a small fire elemental spirit. To attune to this item, you must also succeed on a DC 10 Charisma check to bond with the spirit inside the lantern.

Light and Flame. While attuned to the lantern, you can verbally ask the elemental to glow (no action required), causing the lantern to cast bright light in a radius of your choice up to 60 feet and dim light for the same distance beyond that. You can also cast the produce flame cantrip from the lantern at will. Wisdom is your spellcasting ability for this spell.

Elemental Essence. The fire elemental spirit in the lantern can grant you a small fragment of its power. As an action, you gain one of the following benefits of your choice for 1 hour:

• You have resistance to fire damage.

• Whenever a creature hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus.

• You can cast the burning hands spell (spell save DC 15) from the lantern at 3rd level. Once you cast the spell, you can't do so again until the next time you use this property of the lantern.

Once the elemental has shared its power with you in this way, it can't do so again until the next dawn.

Willful Attunement. Your attunement to the lantern lasts until you choose to end it, or until you anger the elemental (by dousing the lantern in water, attacking another nonhostile elemental being, and so forth). You can attempt to attune to the lantern again and repeat the check to bond with the elemental during a short or long rest, but you make this check with disadvantage until you have made amends to the spirit, as the GM determines.

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

Flask

Type

Adventuring Gear

Weight

1

Description

A flask holds 1 pint of liquid.

Source: Player's Handbook p. 153

Value

0.02

Flayer Slayer

Type

Melee Weapon

Magic

Yes

Weight

7

Details

rare (requires attunement)

Description

Carvings of decapitated mind flayers adorn this greataxe's metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe.

An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.

Source: Phandelver and Below: The Shattered Obelisk p. 217

Damage

1d12

Damage Type

Slashing

Properties

M, H, 2H

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Flute

Type

Adventuring Gear

Weight

1

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

2

Flying Chariot

Type

Wondrous Item

Magic

Yes

Details

rare

Description

The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.

If this magic chariot is pulled by one or more flying creatures, it too can fly.

Chariots: Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook, but with the following differences:

• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.

• Being mounted on a chariot grants you half cover.

• A chariot's speed is equal to the speed of the slowest creature pulling it.

• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.

Source: Mythic Odysseys of Theros p. 196

Modifier

ac +1

Category

bonus

Flying Citadel Helm

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a spellcaster)

Description

The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.

The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as intense.

While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):

• You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.

• You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.

• At any time, you can see and hear from the highest point outside the citadel as though you were at that location.

If no creature attuned to the helm is maintaining concentration, the citadel remains motionless in its space.

Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.

Crash. Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.

Source: Dragonlance: Shadow of the Dragon Queen p. 190

Flying Fish Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.

A flying fish ship can float and sail on water, but it isn't built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).

Typical weapons on a flying fish ship include a forward-mounted mangonel and an aft-mounted ballista.

Size: Large Vehicle (120 ft. by 30 ft.)

Armor Class: 15 (wood)

Hit Points: 250

Damage Threshold: 15

Speed: flying speed 40 ft. (4 1/2 mph)

Cost: 20000 gp

Keel/Beam: 120 ft. / 30 ft.

Crew: 10

Cargo: 13 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. 30

Folding Boat

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

4

Description

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Source: Dungeon Master's Guide p. 170

Fool's Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Weight

6

Details

very rare (requires attunement)

Description

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool's Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn.

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

Source: The Book of Many Things p. 36

Damage

2d4

Damage Type

Slashing

Properties

M, S, 2H

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Fool's Greatsword

Type

Melee Weapon

Magic

Yes

Weight

6

Details

very rare (requires attunement)

Description

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool's Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 36

Damage

2d6

Damage Type

Slashing

Properties

M, H, 2H

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Fool's Longsword

Type

Melee Weapon

Magic

Yes

Weight

3

Details

very rare (requires attunement)

Description

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool's Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 36

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Fool's Rapier

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool's Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can't be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker's reach. Once this reaction has been used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 36

Damage

1d8

Damage Type

Piercing

Properties

M, F

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus