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7 categories

Items

2565 of 2565 entries · Showing 51–100

Amulet Of The Devout, +1

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a cleric or paladin)

Description

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Amulet Of The Devout, +2

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a cleric or paladin)

Description

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Amulet Of The Devout, +3

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a cleric or paladin)

Description

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 119

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Amulet of the Drunkard

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Source: Explorer's Guide to Wildemount p. 265

Dice Rolls

4d4+4

Amulet Of The Inferno

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

When Fierna was born, petitioners and devils from all over came to celebrate her birth. Many brought gifts and treasures, including a powerful infernal warlock. Recognizing the strength and inner fire of Fierna, the warlock gifted her with the Amulet of the Inferno, and it has been around her neck ever since.

The Amulet of the Inferno is a magic necklace that grants a +3 bonus to spell save DC and spell attack bonus.

Random Properties. The Amulet of the Inferno has the following random properties:

• 3 major beneficial properties

• 2 major detrimental properties

Infernal Fire. While worn, the amulet augments any magical flames created by you, transforming normal fire into Hellfire. Hellfire ignores resistances and immunities to fire damage and deals double damage to creatures vulnerable to either fire or necrotic damage. It is also capable of melting stone, as well as igniting flammable objects.

Raging Inferno. While attuned to the Amulet of the Inferno, you may use a bonus action to cast Fire Bolt or Produce Flame. The cantrips scale based on your total character level and use Intelligence as a spellcasting modifier if you're normally incapable of casting spells.

Everburning. The Amulet of the Inferno grants resistance to cold damage and the ability to breathe underwater. Any magical flames you conjure are similarly augmented: they can be used underwater, can't be extinguished through any means, and can exude any temperature. While the casting of a fire spell can still be interrupted with Counterspell, once the spell has been cast, any lingering flames can't be removed.

Destroying the Amulet. The only creature capable of destroying the amulet is the warlock that created it. Nobody living knows the warlock's identity, making destroying the amulet almost impossible.

Source: Chains of Asmodeus p. 272

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Amulet of the Planes

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Weight

1

Description

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.

Source: Dungeon Master's Guide p. 150

Animated Shield

Type

Shield

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Source: Dungeon Master's Guide p. 183

Armor Class

2

Antigravity Belt

Type

Adventuring Gear

Description

Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.

Activating the Belt. As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.

When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.

Replacing the Energy Cell. While the belt has charges remaining, its energy cell can't be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Source: Quests from the Infinite Staircase p. 189

Antimagic Breastplate

Type

Medium Armor

Magic

Yes

Weight

20

Details

very rare (requires attunement)

Description

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. 65

Armor Class

14

Antimagic Chain Mail

Type

Heavy Armor

Magic

Yes

Weight

55

Details

very rare (requires attunement)

Description

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. 65

Armor Class

16

Strength

13

Stealth

1

Antimagic Chain Shirt

Type

Medium Armor

Magic

Yes

Weight

20

Details

very rare (requires attunement)

Description

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. 65

Armor Class

13

Antimagic Half Plate Armor

Type

Medium Armor

Magic

Yes

Weight

40

Details

very rare (requires attunement)

Description

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. 65

Armor Class

15

Stealth

1

Antimagic Hide Armor

Type

Medium Armor

Magic

Yes

Weight

12

Details

very rare (requires attunement)

Description

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. 65

Armor Class

12

Antimagic Leather Armor

Type

Light Armor

Magic

Yes

Weight

10

Details

very rare (requires attunement)

Description

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. 65

Armor Class

11

Antimagic Padded Armor

Type

Light Armor

Magic

Yes

Weight

8

Details

very rare (requires attunement)

Description

Padded armor consists of quilted layers of cloth and batting.

Source: The Book of Many Things p. 65

Armor Class

11

Stealth

1

Antimagic Plate Armor

Type

Heavy Armor

Magic

Yes

Weight

65

Details

very rare (requires attunement)

Description

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. 65

Armor Class

18

Strength

15

Stealth

1

Antimagic Ring Mail

Type

Heavy Armor

Magic

Yes

Weight

40

Details

very rare (requires attunement)

Description

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. 65

Armor Class

14

Stealth

1

Antimagic Scale Mail

Type

Medium Armor

Magic

Yes

Weight

45

Details

very rare (requires attunement)

Description

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. 65

Armor Class

14

Stealth

1

Antimagic Spiked Armor

Type

Medium Armor

Magic

Yes

Weight

45

Details

very rare (requires attunement)

Description

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. 65

Armor Class

14

Stealth

1

Antimagic Splint Armor

Type

Heavy Armor

Magic

Yes

Weight

60

Details

very rare (requires attunement)

Description

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. 65

Armor Class

17

Strength

15

Stealth

1

Antimagic Studded Leather Armor

Type

Light Armor

Magic

Yes

Weight

13

Details

very rare (requires attunement)

Description

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

Source: The Book of Many Things p. 65

Armor Class

12

Antitoxin

Type

Adventuring Gear

Weight

1

Description

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Source: Player's Handbook p. 151

Value

50

Apparatus of Kwalish

Type

Wondrous Item

Magic

Yes

Details

legendary

Weight

500

Description

This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.

The apparatus of Kwalish is a Large object with the following statistics:

Armor Class: 20

Hit Points: 200

Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)

Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.

Apparatus of Kwalish Levers

1 — Up: Legs and tail extend, allowing the apparatus to walk and swim.

1 — Down: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.

2 — Up: Forward window shutter opens.

2 — Down: Forward window shutter closes.

3 — Up: Side window shutters open (two per side).

3 — Down: Side window shutters close (two per side).

4 — Up: Two claws extend from the front sides of the apparatus.

4 — Down: The claws retract.

5 — Up: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

5 — Down: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).

6 — Up: The apparatus walks or swims forward.

6 — Down: The apparatus walks or swims backward.

7 — Up: The apparatus turns 90 degrees left.

7 — Down: The apparatus turns 90 degrees right.

8 — Up: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.

8 — Down: The light turns off.

9 — Up: The apparatus sinks as much as 20 feet in liquid.

9 — Down: The apparatus rises up to 20 feet in liquid.

10 — Up: The rear hatch unseals and opens.

10 — Down: The rear hatch closes and seals.

Source: Dungeon Master's Guide p. 151

Dice Rolls

1d20+8

2d6

Aquamarine

Type

Treasure

Value

500

Description

transparent pale blue-green

Source: Dungeon Master's Guide p. 134

Arcane Cannon

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.

The creature firing the cannon chooses the effect from the following options:

Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.

Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: Explorer's Guide to Wildemount p. 265

Dice Rolls

4d10

2d10

6d10

Arcane Grimoire, +1

Type

Wondrous Item

Magic

Yes

Details

(requires attunement by a wizard)

Description

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Source: Tasha's Cauldron of Everything p. 120

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Arcane Grimoire, +2

Type

Wondrous Item

Magic

Yes

Details

(requires attunement by a wizard)

Description

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Source: Tasha's Cauldron of Everything p. 120

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Arcane Grimoire, +3

Type

Wondrous Item

Magic

Yes

Details

(requires attunement by a wizard)

Description

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Source: Tasha's Cauldron of Everything p. 120

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Arcane Propulsion Arm

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a creature missing a hand or an arm)

Description

This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.

While attached, the prosthetic provides these benefits:

• The prosthetic is a fully capable part of your body.

• You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.

• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.

Source: Eberron: Rising from the Last War p. 276

Armblade Battleaxe

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

4

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, battleaxe

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Armblade Club

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, club

Source: Eberron: Rising from the Last War p. 276

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Armblade Dagger

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

1

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, dagger

Source: Eberron: Rising from the Last War p. 276

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Armblade Flail

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, flail

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Armblade Handaxe

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, handaxe

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Armblade Javelin

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, javelin

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Armblade Lance

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

6

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, lance

Source: Eberron: Rising from the Last War p. 276

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Armblade Light Hammer

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, light hammer

Source: Eberron: Rising from the Last War p. 276

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Armblade Longsword

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

3

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, longsword

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Armblade Mace

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

4

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, mace

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Damage Type

Bludgeoning

Armblade Morningstar

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

4

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, morningstar

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Damage Type

Piercing

Properties

M

Armblade Quarterstaff

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

4

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, quarterstaff

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Armblade Rapier

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, rapier

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Damage Type

Piercing

Properties

M,F

Armblade Scimitar

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

3

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, scimitar

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Armblade Shortsword

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, shortsword

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Armblade Sickle

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, sickle

Source: Eberron: Rising from the Last War p. 276

Damage

1d4

Damage Type

Slashing

Properties

L

Armblade Spear

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

3

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, spear

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Armblade Trident

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

4

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, trident

Source: Eberron: Rising from the Last War p. 276

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Armblade War Pick

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, war pick

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Damage Type

Piercing

Properties

M

Armblade Warhammer

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

2

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, warhammer

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Armblade Whip

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

3

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: martial, whip

Source: Eberron: Rising from the Last War p. 276

Damage

1d4

Damage Type

Slashing

Properties

M,F,R