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7 categories

Items

2565 of 2565 entries · Showing 951–1000

Halberd 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, halberd

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

Halberd 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

Halberd 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

Halberd 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, halberd

Source: Dungeon Master's Guide p. 213

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Half Plate

Type

Medium Armor

Weight

40

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: Player's Handbook p. 145

Value

750

Armor Class

15

Stealth

YES

Half Plate Armor +1

Type

Medium Armor

Magic

Yes

Details

rare

Weight

40

Description

You have a +1 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +1

Category

bonus

Armor Class

15

Stealth

1

Half Plate Armor +2

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

40

Description

You have a +2 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

15

Stealth

1

Half Plate Armor +3

Type

Medium Armor

Magic

Yes

Details

legendary

Weight

40

Description

You have a +3 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +3

Category

bonus

Armor Class

15

Stealth

1

Half Plate Armor of Acid Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to acid damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Cold Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to cold damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Fire Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to fire damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Force Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to force damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Fungal Spores

Type

Medium Armor

Magic

Yes

Weight

40

Details

uncommon

Description

While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next 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. 65

Armor Class

15

Stealth

1

Half Plate Armor of Gleaming

Type

Medium Armor

Magic

Yes

Details

common

Weight

40

Description

This armor never gets dirty.

Source: Xanathar's Guide to Everything p. 136

Armor Class

16

Stealth

1

Half Plate Armor of Lightning Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to lightning damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Necrotic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to necrotic damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Poison Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to poison damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Psychic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to psychic damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Radiant Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to radiant damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of the Fallen

Type

Medium Armor

Magic

Yes

Weight

40

Details

uncommon (requires attunement)

Description

While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.

Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.

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

Half Plate Armor of Thunder Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Description

You have resistance to thunder damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

15

Stealth

1

Half Plate Armor of Weightlessness

Type

Medium Armor

Magic

Yes

Weight

40

Details

uncommon (requires attunement)

Description

This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).

This armor regains 1d4 + 1 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. 65

Armor Class

15

Stealth

1

Half Plate Barding

Type

Adventuring Gear

Weight

80

Description

Barding is armor designed to protect an animal's head, neck, chest, and body.

Half plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2).

Source: Player's Handbook p. 157

Value

3000

Hammer

Type

Adventuring Gear

Weight

3

Description

Source: Player's Handbook p. 150

Value

1

Hammer of Runic Focus

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you're inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.

Source: The Book of Many Things p. 67

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M, V

Hammer of Thunderbolts

Type

Melee Weapon

Magic

Yes

Details

legendary

Weight

10

Description

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

Giant's Bane (requires attunement):

You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at 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, maul

Source: Dungeon Master's Guide p. 173

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d6

Two-handed Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Dice Rolls

1d4+1

Hammerhead Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they aren't built to land on the ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming.

Size: Large Vehicle (250 ft. by 25 ft.)

Armor Class: 15 (wood)

Hit Points: 400

Damage Threshold: 15

Speed: flying speed 35 ft. (4 mph)

Cost: 40000 gp

Keel/Beam: 250 ft. / 25 ft.

Crew: 15

Cargo: 30 tons

Ballista

Armor Class 15

Hit Points 50

Cost 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Blunt Ram

Hit Points --

Cost -- gp (included in ship cost)

The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see "Crashing" in chapter 2 of Astral Adventurer's Guide).

Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning damage. The hammerhead ship takes half as much damage and comes to a dead stop.

Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the hammerhead ship's path, and the hammerhead ship can continue moving if it has any movement left.

2 Mangonel (5 Crew Each)

Armor Class 15

Hit Points 100 each

Cost 100 gp (mangonel), -- gp (stone)

It takes 2 actions to load a mangonel, 2 actions to aim it, and 1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 32

Hammock of Worlds

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs. It can be used only by a member of the order known as the Green Doctors.

You can use an action to unfold and place the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to the Ghost Orchid Tepui in the Feywild or to the Drought Elder in the Far Realm (the user's choice). You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once Hammock of Worlds has opened a portal, it can't do so again for 1d8 hours.

Source: Journeys through the Radiant Citadel p. 214

Hand Crossbow

Type

Ranged Weapon

Weight

3

Description

Proficiency: martial, hand crossbow

Source: Player's Handbook p. 149

Value

75

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Hand Crossbow +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: martial, hand crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Hand Crossbow +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: martial, hand crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Hand Crossbow +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

3

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: martial, hand crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Hand Crossbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Properties

A,L,LD

Damage

1d6

Damage Type

Piercing

Range

30/120

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

Hand Crossbow of Conflagration

Type

Ranged Weapon

Magic

Yes

Weight

3

Details

rare (requires attunement)

Description

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Source: The Book of Many Things p. 66

Damage

1d6

Damage Type

Piercing

Properties

M, A, L, LD

Range

30/120

Hand Crossbow of Melodies

Type

Ranged Weapon

Magic

Yes

Weight

3

Details

very rare (requires attunement)

Description

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Source: The Book of Many Things p. 66

Damage

1d6

Damage Type

Piercing

Properties

M, A, L, LD

Range

30/120

Hand Crossbow of Throne's Command

Type

Ranged Weapon

Magic

Yes

Weight

3

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

1d6

Damage Type

Piercing

Properties

M, A, L

Range

30/120

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Hand Crossbow of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

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.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: martial, hand crossbow

Source: Dungeon Master's Guide p. 213

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Hand Mortar

Type

Ranged Weapon

Weight

10

Description

A thrown weapon that explodes on impact, can be volatile. Deals Fire damage on hit.

Reload 1, Misfire 2, Explosive

Proficiency: firearms

Ammunition: 10gp (1)

Source: Matthew Mercer - Gunslinger 1.3 p. 3

Damage

2d8

Damage Type

Bludgeoning

Properties

M,T

Range

30/60

Hand of Vecna

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.

Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.

Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.

The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.

To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.

To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.

Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:

• 1 minor beneficial property

• 1 major beneficial property

• 1 minor detrimental property

Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits:

• You have truesight.

• You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.

• The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.

Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:

• You are immune to disease and poison.

• Using the eye's X-ray vision never causes you to suffer exhaustion.

• You experience premonitions of danger and, unless you are incapacitated, can't be surprised.

• If you start your turn with at least 1 hit point, you regain 1d100 hit points.

• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.

• You can use an action to cast wish. This property can't be used again until 30 days have passed.

Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.

Source: Dungeon Master's Guide p. 224

Handaxe

Type

Melee Weapon

Weight

2

Description

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

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

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

Proficiency: simple, handaxe

Source: Player's Handbook p. 149

Value

5

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Handaxe +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

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

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

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

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Handaxe +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

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

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

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

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Handaxe +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

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

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

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

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Handaxe Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

Proficiency: simple, handaxe

Source: Chains of Asmodeus p. 271

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Handaxe of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

L,T

Damage

1d6

Damage Type

Slashing

Range

20/60

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

Handaxe of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

Description

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

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

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

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

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 213

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Harkon's Bite

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.

Curse. Attuning to Harkon's Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.

Upon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.

Source: Van Richten's Guide to Ravenloft p. 137

Modifier

saving throws +1

Category

bonus

initiative +1

Category

bonus

acrobatics +1

Category

skill

animal handling +1

Category

skill

arcana +1

Category

skill

athletics +1

Category

skill

deception +1

Category

skill

history +1

Category

skill

insight +1

Category

skill

intimidation +1

Category

skill

investigation +1

Category

skill

medicine +1

Category

skill

nature +1

Category

skill

perception +1

Category

skill

performance +1

Category

skill

persuasion +1

Category

skill

religion +1

Category

skill

sleight of hand +1

Category

skill

stealth +1

Category

skill

survival +1

Category

skill

Harp Of Gilded Plenty

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.

Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can't attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.

Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.

Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes' feast spell from it. Once this property is used, it can't be used again until 1d10 + 10 days have passed.

Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn.

Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet.

The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.

The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.

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

Hat of Disguise

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Source: Dungeon Master's Guide p. 173

Hat of Vermin

Type

Wondrous Item

Magic

Yes

Details

common

Description

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player's Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Source: Xanathar's Guide to Everything p. 137