Type
Treasure
Value
25
Description
Source: Dungeon Master's Guide p. 134
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Treasure
25
Source: Dungeon Master's Guide p. 134
Treasure
2500
Source: Dungeon Master's Guide p. 135
Treasure
250
Source: Dungeon Master's Guide p. 135
Adventuring Gear
4
Source: Player's Handbook p. 150
2
Melee Weapon
Yes
3
rare
You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage.
Source: The Book of Many Things p. 67
1d4
Slashing
M, F, R
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
legendary (requires attunement)
6
This blade appears to be a beautiful cruciform sword of shining silver, inlaid with sparkling rubies. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the following properties.
Corrosive Submission. When you hit a creature that has an Intelligence score of 4 or higher with an attack using this sword, the target takes an extra 3d6 acid damage and must succeed on a DC 17 Charisma saving throw or be charmed by you for 1 hour. If you attack the creature again while it is charmed in this way, the extra acid damage increases to 10d6 and the charmed condition ends. If the target succeeds on its saving throw or the charm ends for it, it can't be charmed again in this way for 24 hours.
Hidden Nature. The acid damage dealt by this greatsword appears to be radiant damage to all who perceive it. A true seeing spell or similar magic reveals that the sword is actually a rusted, pitted blade dripping with acid.
Sentience. Graz'tchar is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and can communicate with its wielder telepathically. Anyone who holds it hears the wise voice of a sorrowful king, beckoning the user to seize their destiny. A creature that succeeds on a DC 26 Wisdom (Insight) check while listening to the blade's voice hears a sliver of malice that suggests the truth: the voice is a corrupting trick of the Demon Prince of Indulgence.
Personality. Graz'tchar slowly attempts to sway its wielder to sow chaos in Exandria, telling lies and spreading malign truths about great leaders, and claiming that the members of the Tal'Dorei Council are corrupt and must be overthrown. The voice of this blade is actually the Demon Prince of Indulgence, speaking from his Abyssal prison.
If the sword's attuned wielder disobeys the urges of the weapon for an extended period of time, Graz'tchar can attempt to control the wielder, who must succeed on a DC 17 Charisma saving throw or become charmed by the sword for 24 hours. While the wielder is charmed in this way, the sword can compel them to take an action of the sword's choice once per hour, though the wielder believes this action is taken of their own free will. If the chosen action leads to the harm of someone the wielder considers a trusted friend or ally, the charmed condition immediately ends. On a successful saving throw or if the charmed condition ends for the wielder, they are immune to this property of the sword for 24 hours.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Tal'Dorei Campaign Setting: Reborn p. 195
weapon attacks +3
bonus
weapon damage +3
bonus
2d6
Slashing
M,H,2H
Melee Weapon
7
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: Player's Handbook p. 149
30
1d12
Slashing
M,H,2H
Melee Weapon
Yes
uncommon
7
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greataxe
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
1d12
Slashing
M,H,2H
Melee Weapon
Yes
rare
7
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greataxe
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
1d12
Slashing
M,H,2H
Melee Weapon
Yes
very rare
7
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greataxe
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
1d12
Slashing
M,H,2H
Melee Weapon
Yes
very rare (requires attunement)
7
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greataxe
Source: Chains of Asmodeus p. 271
1d12
Slashing
M,H,2H
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
7
H,2H
1d12
Slashing
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
Melee Weapon
Yes
7
very rare (requires attunement)
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
1d12
Slashing
M, H, 2H
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
uncommon (requires attunement)
7
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greataxe
Source: Dungeon Master's Guide p. 213
1d12
Slashing
M,H,2H
Melee Weapon
10
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Player's Handbook p. 149
0.2
1d8
Bludgeoning
2H
Melee Weapon
Yes
uncommon
10
You have a +1 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
1d8
Bludgeoning
2H
Melee Weapon
Yes
rare
10
You have a +2 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
1d8
Bludgeoning
2H
Melee Weapon
Yes
very rare
10
You have a +3 bonus to attack and damage rolls made with this weapon.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
1d8
Bludgeoning
2H
Melee Weapon
Yes
very rare (requires attunement)
10
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Chains of Asmodeus p. 271
1d8
Bludgeoning
2H
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
10
2H
1d8
Bludgeoning
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
Melee Weapon
Yes
uncommon (requires attunement)
10
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub
Source: Dungeon Master's Guide p. 213
1d8
Bludgeoning
2H
Melee Weapon
Yes
legendary (requires attunement by a creature that has psionic ability)
6
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
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: Mordenkainen's Tome of Foes p. 89
melee attacks +3
bonus
melee damage +3
bonus
2d6
Slashing
M,H,2H
Melee Weapon
6
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: Player's Handbook p. 149
50
2d6
Slashing
M,H,2H
Melee Weapon
Yes
uncommon
6
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
2d6
Slashing
M,H,2H
Melee Weapon
Yes
rare
6
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
2d6
Slashing
M,H,2H
Melee Weapon
Yes
very rare
6
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
2d6
Slashing
M,H,2H
Melee Weapon
Yes
very rare (requires attunement)
6
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Chains of Asmodeus p. 271
2d6
Slashing
M,H,2H
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
6
H,2H
2d6
Slashing
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
Melee Weapon
Yes
rare (requires attunement)
6
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
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. 206
2d6
Slashing
M,H,2H
Melee Weapon
Yes
very rare (requires attunement)
6
You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Curse. You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.
The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item.
Corrupting. This item corrupts. See the "Infernal Item Corruption" section.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Chains of Asmodeus p. 270
2d6
Slashing
M,H,2H
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
very rare (requires attunement)
6
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
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. 206
2d6
Slashing
M,H,2H
Melee Weapon
Yes
very rare (requires attunement)
6
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
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. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Proficiency: martial, greatsword
Source: Lost Laboratory of Kwalish p. 53
2d6
Slashing
M,H,2H
Melee Weapon
Yes
6
legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
Source: The Book of Many Things p. 68
2d6
Slashing
M, H, 2H
melee attacks +3
bonus
melee damage +3
bonus
Melee Weapon
Yes
6
very rare (requires attunement)
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
2d6
Slashing
M, H, 2H
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
uncommon, cursed (requires attunement)
6
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
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. 206
melee attacks +1
bonus
melee damage +1
bonus
2d6
Slashing
M,H,2H
Melee Weapon
Yes
uncommon (requires attunement)
6
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.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Dungeon Master's Guide p. 213
2d6
Slashing
M,H,2H
Melee Weapon
Yes
rare (requires attunement)
6
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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. 207
2d6
Slashing
M,H,2H
1d4
Wondrous Item
Yes
legendary (requires attunement)
This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties
Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
Water Breathing: You can breathe underwater.
Source: Rise of Tiamat Online Supplement p. 4
Medium Armor
Yes
very rare (requires attunement)
45
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 poison damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green 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
ac +1
bonus
14
1
Wondrous Item
Yes
legendary (requires attunement by a wizard)
3
Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties:
• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties:
• You can now use your Arcane Recovery feature twice between long rests, rather than once.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Source: Explorer's Guide to Wildemount p. 271
Melee Weapon
Yes
artifact (requires attunement)
2
15.0
V
1d8
1d10
Bludgeoning
Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
Dormant: The warhammer grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures.
• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.
Awakened: When the warhammer reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.
Exalted: When the warhammer reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit.You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 275
melee attacks +1
bonus
melee damage +1
bonus
2d6
1d6
Wondrous Item
Yes
uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 128
Wondrous Item
Yes
rarity by keyrune (requires attunement by a member of the relevant guild)
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the key rune transforms into a creature. If there isn't enough space for the creature, the keyrune doesn't transform. See the Monster Manual for the creature's stat block- the name of which is given in bold in the keyrune's description- unless you're directed to chapter 6 of this book instead.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
The creature exists for a duration specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts 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 reverts to its keyrune form, it can't transform again until 36 hours have passed.
Azorius Keyrune (Rare). This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
Boros Keyrune (Rare). Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
Dimir Keyrune (Very Rare). This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it- usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
Golgari Keyrune (Very Rare). Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
Gruul Keyrune (Rare). This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and an imal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
Izzet Keyrune (Rare). Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird (see chapter 6 for the stat block) that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
Orzhov Keyrune (Rare). This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull (see chapter 6 for the stat block) for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
Rakdos Keyrune (Uncommon). This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler (see chapter 6 for the stat block) for up to 1 hour.
Selesnya Keyrune (Rare). Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you. you can communicate with each other telepathically.
Simic Keyrune (Uncommon). This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis (see chapter 6 for the stat block) that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
Source: Guildmasters' Guide to Ravnica p. 177
Wondrous Item
Yes
uncommon (requires attunement)
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Guild — Associated Spell
Azorius — ensnaring strike
Boros — heroism
Dimir — disguise self
Golgari — entangle
Gruul — compelled duel
Izzet — chaos bolt (see chapter 2)
Orzhov — command
Rakdos — hellish rebuke
Selesnya — charm person
Simic — expeditious retreat
Source: Guildmasters' Guide to Ravnica p. 178
Staff
Yes
rare (requires attunement)
4
Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: simple, quarterstaff
Source: Curse of Strahd p. 221
1d6+4
Melee Weapon
Yes
legendary (requires attunement)
325
In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
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: Storm King's Thunder p. 236
melee attacks +1
bonus
melee damage +1
bonus
3d12
Slashing
M,H,2H
2d12
Melee Weapon
6
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, halberd
Source: Player's Handbook p. 149
20
1d10
Slashing
M,H,R,2H
Melee Weapon
Yes
uncommon
6
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, halberd
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
1d10
Slashing
M,H,R,2H
Melee Weapon
Yes
rare
6
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, halberd
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
1d10
Slashing
M,H,R,2H
Melee Weapon
Yes
very rare
6
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, halberd
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
1d10
Slashing
M,H,R,2H