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7 categories

Items

2565 of 2565 entries · Showing 801–850

Fool's Scimitar

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

1d6

Damage Type

Slashing

Properties

M, F, L

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Fool's Shortsword

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

1d6

Damage Type

Piercing

Properties

M, F, L

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Club

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Flail

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d8

Damage Type

Bludgeoning

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Greatclub

Type

Melee Weapon

Magic

Yes

Weight

10

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d8

Damage Type

Bludgeoning

Properties

2H

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Light Hammer

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d4

Damage Type

Bludgeoning

Properties

L, T

Range

20/60

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Mace

Type

Melee Weapon

Magic

Yes

Weight

4

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d6

Damage Type

Bludgeoning

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Maul

Type

Melee Weapon

Magic

Yes

Weight

10

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

2d6

Damage Type

Bludgeoning

Properties

M, H, 2H

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Quarterstaff

Type

Melee Weapon

Magic

Yes

Weight

4

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forcebreaker Sling

Type

Ranged Weapon

Magic

Yes

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Forcebreaker Warhammer

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare

Description

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

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Source: The Book of Many Things p. 67

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M, V

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Forgery Kit

Type

Adventuring Gear

Weight

5

Description

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.

Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

Source: Player's Handbook p. 154

Value

15

Fragment Of Abhorrence

Type

Wondrous Item

Magic

Yes

Description

Benefit. Once on each of your turns when you hit a creature with a weapon attack roll, you can force the target to move up to 10 feet away from you in a direction of your choice. A creature that can't be frightened is immune to this effect.

Drawback. If you start your turn frightened, you take 2d6 psychic damage.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Attachment

Type

Wondrous Item

Magic

Yes

Description

Benefit. You can't be frightened while within 10 feet of an ally. If you're already frightened and move within 10 feet of an ally, the frightened condition ends on you.

Drawback. You have disadvantage on Wisdom and Charisma saving throws while you aren't within 10 feet of an ally.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Deception

Type

Wondrous Item

Magic

Yes

Description

Benefit. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you make a damage roll or cast a spell.

Drawback. You have disadvantage on Wisdom checks.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Despondence

Type

Wondrous Item

Magic

Yes

Description

Benefit. You are immune to the charmed condition.

Drawback. You can't take the Help action.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Intransigence

Type

Wondrous Item

Magic

Yes

Description

Benefit. Another creature can't force you to move anywhere you don't want to go.

Drawback. You can't take the Disengage or Dodge action.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Loathing

Type

Wondrous Item

Magic

Yes

Description

Benefit. When a creature damages you with a weapon attack or a spell, you can focus your hatred on that creature. Until the end of your next turn, you have advantage on attack rolls you make against the creature. You can focus your hatred on only one creature at a time.

Drawback. You have disadvantage on Charisma checks.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Melancholy

Type

Wondrous Item

Magic

Yes

Description

Benefit. When you fail a Wisdom or Charisma saving throw, you can reroll it with advantage, potentially turning a failure into a success. After you use this benefit, you must finish a long rest before you can use it again.

Drawback. If you use this fragment's benefit and it doesn't turn a failed saving throw into a success, you are incapacitated until the end of your next turn, overcome with despair.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Pity

Type

Wondrous Item

Magic

Yes

Description

Benefit. Each time you spend a Hit Die to regain hit points, you regain additional hit points equal to your proficiency bonus.

Drawback. You have disadvantage on death saving throws.

Source: Critical Role: Call of the Netherdeep p. 218

Fragment Of Rancor

Type

Wondrous Item

Magic

Yes

Description

Benefit. When you hit a creature with an attack, you can choose to deal either an extra 2d6 psychic damage to the creature or 4d6 psychic damage to each other creature within 5 feet of it. After you use this benefit, you must finish a short or long rest before you can use it again.

Drawback. Whenever you are not uncbnscious and fail a savingAhrow, you take 2d6 psychic damage.

Source: Critical Role: Call of the Netherdeep p. 218

Frost Brand Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

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

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

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron Chapter 3

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

1d6

Frost Brand Greatsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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. 171

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

1d6

Frost Brand Longsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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. 171

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

1d6

Frost Brand Rapier

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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. 171

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

1d6

Frost Brand Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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. 171

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

1d6

Frost Brand Shortsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

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. 171

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

1d6

Fulminating Treatise

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund's tiny hut, magic missile, thunderwave, and wall of force. 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 evocation school.

• When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.

Source: Tasha's Cauldron of Everything p. 128

Dice Rolls

1d3

Galder's Bubble Pipe

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:

• You can cast fog cloud as an action (1 charge).

• You can cast misty step as a bonus action (2 charges).

• You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.

Source: Lost Laboratory of Kwalish p. 55

Galley

Type

Adventuring Gear

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook p. 157

Value

30000

Gambler's Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

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.

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

Proficiency: martial, double-bladed scimitar

Source: Lost Laboratory of Kwalish p. 55

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Gambler's Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

Proficiency: martial, greatsword

Source: Lost Laboratory of Kwalish p. 55

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Gambler's Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

Proficiency: martial, longsword

Source: Lost Laboratory of Kwalish p. 55

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Gambler's Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

Proficiency: martial, rapier

Source: Lost Laboratory of Kwalish p. 55

Damage

1d8

Damage Type

Piercing

Properties

M,F

Gambler's Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

Proficiency: martial, scimitar

Source: Lost Laboratory of Kwalish p. 55

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Gambler's Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

Proficiency: martial, shortsword

Source: Lost Laboratory of Kwalish p. 55

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Garnet

Type

Treasure

Value

100

Description

transparent red, brown-green, or violet

Source: Dungeon Master's Guide p. 134

Gauntlets of Flaming Fury

Type

Wondrous Item

Details

rare (requires attunement)

Magic

Yes

Description

While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Source: Baldur's Gate: Descent into Avernus p. 223

Gauntlets of Ogre Power

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Source: Dungeon Master's Guide p. 171

Gauntlets Of Rage

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a bard, sorcerer, warlock, or wizard)

Description

You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can't cast spells, can't verbally communicate, and are immune to the charmed and frightened conditions. Each time you deal damage, you regain 2d8 hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 (1d6) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest.

Source: Chains of Asmodeus p. 267

Gavel of the Venn Rune

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.

Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.

Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.

Source: Storm King's Thunder p. 236

Gem of Brightness

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

1

Description

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.

• The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

• The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp.

Source: Dungeon Master's Guide p. 171

Gem of Seeing

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide p. 172

Dice Rolls

1d3

Ghost Lantern

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.

While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.

If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.

The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.

Source: Tomb of Annihilation p. 206

Ghost Step Tattoo

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

• You can't be grappled or restrained.

• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Source: Tasha's Cauldron of Everything p. 128

Dice Rolls

1d10

Giant Slayer Battleaxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

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, battleaxe

Source: Dungeon Master's Guide p. 172

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

2d6

Giant Slayer Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

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

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

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron Chapter 3

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4+1

2d6

Giant Slayer Greataxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

7

Description

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

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, greataxe

Source: Dungeon Master's Guide p. 172

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Giant Slayer Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

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. 172

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Giant Slayer Handaxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

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

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

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 172

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Dice Rolls

2d6