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7 categories

Items

2565 of 2565 entries · Showing 851–900

Giant Slayer Longsword

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

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, longsword

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 Rapier

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.

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. 172

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

2d6

Giant Slayer Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

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.

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. 172

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

2d6

Giant Slayer Shortsword

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.

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. 172

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

2d6

Glaive

Type

Melee Weapon

Weight

6

Description

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.

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

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

Proficiency: martial, glaive

Source: Player's Handbook p. 149

Value

20

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Glaive +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

6

Description

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

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.

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

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

Proficiency: martial, glaive

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Glaive +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

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

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.

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

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

Proficiency: martial, glaive

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Glaive +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

6

Description

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

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.

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

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

Proficiency: martial, glaive

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Glaive Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

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.

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

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

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

Proficiency: martial, glaive

Source: Chains of Asmodeus p. 271

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Glaive of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Properties

H,R,2H

Damage

1d10

Damage Type

Slashing

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

Glaive of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

6

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

1d10

Damage Type

Slashing

Properties

M, H, R, 2H

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Glaive of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

6

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.

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.

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

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

Proficiency: martial, glaive

Source: Dungeon Master's Guide p. 213

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Glamerweave

Type

Wondrous Item

Magic

Yes

Details

common or uncommon

Description

Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.

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

Glamoured Studded Leather

Type

Light Armor

Magic

Yes

Details

rare

Weight

12

Description

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.

Source: Dungeon Master's Guide p. 172

Modifier

ac +1

Category

bonus

Armor Class

12

Glass Bottle

Type

Adventuring Gear

Weight

2

Description

A bottle holds 1 1/2 pints of liquid.

Source: Player's Handbook p. 153

Value

2

Glassblower's Tools

Type

Adventuring Gear

Weight

5

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Someone who is proficient with glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

Components: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)

Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.

Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

Source: Player's Handbook p. 154

Value

30

Glider

Type

Adventuring Gear

Description

Any Small or Medium humanoid can wear the dragon-wing glider. (It takes 1 minute to don or doff the glider.) It can't support more than 80 pounds, although the amount of weight it can carry is not evident. A character who inspects the glider in an attempt to discern its maximum weight allowance can do so accurately with a successful DC 15 Intelligence check.

If its wearer is light enough (accounting for gear), the apparatus can be used to glide, but only in wide-open spaces where there is room to maneuver. The wearer can become airborne by stepping or jumping off a high place, or by performing a high jump to take off from level ground. While aloft, the wearer gains a flying speed equal to its walking speed, with the following limitations: except in a significant updraft, the bearer can't use the glider to gain altitude, and the glider descends 1 foot for every 10 feet of horizontal distance covered. At the end of the flight, the wearer lands on its feet and the glider is intact. If the wearer tries to accelerate the rate of descent, the glider breaks, and the wearer falls.

The glider has AC 12, 1 hit point, and a 15-foot wingspan. Any damage causes it to break and become inoperable. A mending can trip can repair the damage, provided all the broken pieces are present.

Source: Curse of Strahd p. 88

Glimmering Moonhand Crossbow

Type

Ranged Weapon

Magic

Yes

Weight

3

Details

rare (requires attunement)

Description

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is 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, A, L, LD

Range

30/120

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Glimmering Moonheavy Crossbow

Type

Ranged Weapon

Magic

Yes

Weight

18

Details

rare (requires attunement)

Description

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 36

Damage

1d10

Damage Type

Piercing

Properties

M, A, H, LD, 2H

Range

100/400

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Glimmering Moonlight Crossbow

Type

Ranged Weapon

Magic

Yes

Weight

5

Details

rare (requires attunement)

Description

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is 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

A, LD, 2H

Range

80/320

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Glimmering Moonlongbow

Type

Ranged Weapon

Magic

Yes

Weight

2

Details

rare (requires attunement)

Description

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is 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, A, H, 2H

Range

150/600

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Glimmering Moonshortbow

Type

Ranged Weapon

Magic

Yes

Weight

2

Details

rare (requires attunement)

Description

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is 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

A, 2H

Range

80/320

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Gloomwrought Breastplate

Type

Medium Armor

Magic

Yes

Weight

20

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Armor Class

14

Gloomwrought Chain Mail

Type

Heavy Armor

Magic

Yes

Weight

55

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Armor Class

16

Strength

13

Stealth

1

Gloomwrought Chain Shirt

Type

Medium Armor

Magic

Yes

Weight

20

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Armor Class

13

Gloomwrought Half Plate Armor

Type

Medium Armor

Magic

Yes

Weight

40

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Armor Class

15

Stealth

1

Gloomwrought Hide Armor

Type

Medium Armor

Magic

Yes

Weight

12

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Armor Class

12

Gloomwrought Leather Armor

Type

Light Armor

Magic

Yes

Weight

10

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Padded Armor

Type

Light Armor

Magic

Yes

Weight

8

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Plate Armor

Type

Heavy Armor

Magic

Yes

Weight

65

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Ring Mail

Type

Heavy Armor

Magic

Yes

Weight

40

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Scale Mail

Type

Medium Armor

Magic

Yes

Weight

45

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Spiked Armor

Type

Medium Armor

Magic

Yes

Weight

45

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Splint Armor

Type

Heavy Armor

Magic

Yes

Weight

60

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloomwrought Studded Leather Armor

Type

Light Armor

Magic

Yes

Weight

13

Details

rare (requires attunement)

Description

This intricate grayscale armor was forged in the Shadowfell and is infused with that plane's gloom.

While you're wearing this armor, you have advantage on saving throws you make to avoid or end the frightened condition on yourself.

This armor has 3 charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This 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

Gloves of Missile Snaring

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Source: Dungeon Master's Guide p. 172

Dice Rolls

1d10+Dex

Gloves Of Soul Catching

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.

After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

Crafting the gloves requires silver thread, fine leather, and other material components worth a total of 5,000 gp. To imbue the gloves with magic, a ritual must be performed, and this ritual requires three sacrifices: a being of great intellect, a being of strong body, and a being of pure heart. The ritual must take place under the light of a full moon and requires 5 hours to perform. The ritual consumes and destroys the souls of those who are sacrificed, meaning they can't be brought back from the dead.

Source: Candlekeep Mysteries p. 169

Gloves of Swimming and Climbing

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Source: Dungeon Master's Guide p. 172

Gloves of Thievery

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Source: Dungeon Master's Guide p. 172

Glowrune Pigment

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with this paint.

One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:Journey Rune. difficult terrain doesn't cost the painted creature extra movement.

Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws.

Light Rune. The painted creature gains darkvision to a range of 30 feet. If the painted creature already has darkvision from another source, the range of its darkvision increases by 30 feet.

Mountain Rune. The painted creature is immune to being knocked prone and has advantage on Strength and Constitution saving throws.

Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage.

A creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune's benefits last for 8 hours or until the painted creature uses its action to wipe away the rune.

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

Goggles of Night

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Source: Dungeon Master's Guide p. 172

Goggles of Object Reading

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.

In addition, you can cast the identify spell using the goggles. Once you do so, you can't do so again until the next dawn.

Source: Explorer's Guide to Wildemount p. 267

Gold (gp)

Type

Treasure

Weight

0.02

Description

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

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

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

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

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

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

Source: Player's Handbook p. 143

Gold bird cage with electrum filigree

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Gold Canary Figurine of Wondrous Power

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This gold statuette is carved in the likeness of a canary and is 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 in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows:

Giant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn.

Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed.

In either form, 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.

The creature exists for a duration specific to each form. 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 description.

Source: Fizban's Treasury of Dragons p. 23

Gold circlet set with four aquamarines

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Gold cup set with emeralds

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Gold dragon comb set with red garnets as eyes

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Gold Dragon Scale Mail

Type

Medium Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

45

Description

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 165

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

Gold jewelry box with platinum filigree

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135