A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Items

2565 of 2565 entries · Showing 1001–1050

Hat of Wizardry

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a wizard)

Description

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Source: Xanathar's Guide to Everything p. 137

Hazirawn

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.

Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)

Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.

Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early 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: Hoard of the Dragon Queen p. 94

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H, 2H

Dice Rolls

1d6

2d6

1d4

Headband of Intellect

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Source: Dungeon Master's Guide p. 173

Healer's Kit

Type

Adventuring Gear

Weight

3

Description

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Source: Player's Handbook p. 151

Value

5

Heart Weaver's Primer

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.

• When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.

Source: Tasha's Cauldron of Everything p. 128

Dice Rolls

1d3

Heavy Crossbow

Type

Ranged Weapon

Weight

18

Description

Proficiency: martial, heavy crossbow

Source: Player's Handbook p. 149

Value

50

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Heavy Crossbow +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

18

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.

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.

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.

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

Proficiency: martial, heavy crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Heavy Crossbow +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

18

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.

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.

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.

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

Proficiency: martial, heavy crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Heavy Crossbow +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

18

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.

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.

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.

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

Proficiency: martial, heavy crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Heavy Crossbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

18

Properties

A,H,LD,2H

Damage

1d10

Damage Type

Piercing

Range

100/400

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

Heavy Crossbow of Conflagration

Type

Ranged Weapon

Magic

Yes

Weight

18

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

1d10

Damage Type

Piercing

Properties

M, A, H, LD, 2H

Range

100/400

Heavy Crossbow of Melodies

Type

Ranged Weapon

Magic

Yes

Weight

18

Details

very rare (requires attunement)

Description

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you're proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Source: The Book of Many Things p. 66

Damage

1d10

Damage Type

Piercing

Properties

M, A, H, LD, 2H

Range

100/400

Heavy Crossbow of Throne's Command

Type

Ranged Weapon

Magic

Yes

Weight

18

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

Piercing

Properties

M, A, H, LD, 2H

Range

100/400

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Heavy Crossbow of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

18

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.

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.

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.

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

Proficiency: martial, heavy crossbow

Source: Dungeon Master's Guide p. 213

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Hell Hound Cloak

Type

Wondrous Item

Magic

Yes

Details

rare, cursed (requires attunement)

Description

This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.

Source: Tales from the Yawning Portal p. 228

Hellfire Weapon

Type

Melee Weapon

Magic

Yes

Details

uncommon

Description

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual).

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

Helm of Brilliance

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

• As long as the helm has at least one ruby, you have resistance to fire damage.

• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Source: Dungeon Master's Guide p. 173

Dice Rolls

1d6

Helm of Comprehending Languages

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Source: Dungeon Master's Guide p. 173

Helm of Devil Command

Type

Wondrous Item

Details

very rare (requires attunement by a creature that can speak Infernal)

Magic

Yes

Description

This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.

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

Helm Of Perfect Potential

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father.

Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:

• 2 minor beneficial properties

• 1 major beneficial property

• 1 minor detrimental property

Master of Guile. While wearing the helm, you have advantage on Charisma (Deception) and Wisdom (Insight) checks.

Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage.

Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).

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

Helm of Telepathy

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 174

Helm of Teleportation

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide p. 174

Dice Rolls

1d3

Helm of the Gods

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.

Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.

The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.

God — Spell

Athreos — protection from evil and good

Ephara — sanctuary

Erebos — inflict wounds

Heliod — guiding bolt

Iroas — heroism

Karametra — goodberry

Keranos — thunderous smite

Klothys — entangle

Kruphix — dissonant whispers

Mogis — hellish rebuke

Nylea — faerie fire

Pharika — lesser restoration

Phenax — charm person

Purphoros — searing smite

Thassa — identify

Source: Mythic Odysseys of Theros p. 196

Dice Rolls

1d3

Helm of the Scavenger

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a spellcaster)

Description

This ornate chair is designed to propel and maneuver a ship through space.

Passive Properties. The following properties of the helm come into play even when no creature is attuned to it:

• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.

• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam.

Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:

• You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.

• You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot x 10.

• Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.

• Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it.

Drawback. While attuned to the helm, you cannot expend your own spell slots.

Source: Waterdeep: Dungeon of the Mad Mage p. 297

Helm of Underwater Action

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.

Source: Ghosts of Saltmarsh p. 229, Infernal Machine Rebuild p. 94

Hematite

Type

Treasure

Value

10

Description

opaque gray-black

Source: Dungeon Master's Guide p. 134

Hempen Rope (50 feet)

Type

Adventuring Gear

Weight

10

Description

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Source: Player's Handbook p. 153

Value

1

Herbalism Kit

Type

Adventuring Gear

Weight

3

Description

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.

Source: Player's Handbook p. 154

Value

5

Heretic

Type

Melee Weapon

Magic

Yes

Weight

3

Details

legendary (requires attunement by a non-good creature)

Description

The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn:

Destroy Devotion. Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed condition until the start of your next turn. Celestials have disadvantage on the save.

Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).

Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically. Its voice is soft and deep but rises in a wild furor when it's aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every language you know.

Personality. Heretic craves the destruction of good-aligned gods and their supporters. The blade is condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence.

Source: Quests from the Infinite Staircase p. 191

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Hew

Type

Melee Weapon

Magic

Yes

Weight

4

Description

Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, battleaxe

Source: Lost Mines of Phandelver p. 33

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Hew

Type

Melee Weapon

Magic

Yes

Weight

4

Details

uncommon

Description

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

Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an object made of wood. The axe's creator used it for protection in the forest while he cut firewood.

Source: Phandelver and Below: The Shattered Obelisk p. 54

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Heward's Handy Haversack

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

5

Description

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Source: Dungeon Master's Guide p. 174

Heward's Handy Spice Pouch

Type

Wondrous Item

Magic

Yes

Details

common

Description

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.

Source: Xanathar's Guide to Everything p. 137

Dice Rolls

1d6+4

Heward's Hireling Armor

Type

Light Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

10

Description

A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.

Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Source: Lost Laboratory of Kwalish p. 55

Modifier

ac +1

Category

bonus

Armor Class

11

Hide Armor

Type

Medium Armor

Weight

12

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: Player's Handbook p. 144

Value

10

Armor Class

12

Hide Armor +1

Type

Medium Armor

Magic

Yes

Details

rare

Weight

12

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

12

Hide Armor +2

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

12

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

12

Hide Armor +3

Type

Medium Armor

Magic

Yes

Details

legendary

Weight

12

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

12

Hide Armor of Acid Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Cold Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Fire Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Force Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Fungal Spores

Type

Medium Armor

Magic

Yes

Weight

12

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.

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

Hide Armor of Gleaming

Type

Medium Armor

Magic

Yes

Details

common

Weight

12

Description

This armor never gets dirty.

Source: Xanathar's Guide to Everything p. 136

Armor Class

13

Hide Armor of Lightning Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Necrotic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Poison Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Psychic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of Radiant Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

12

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Hide Armor of the Fallen

Type

Medium Armor

Magic

Yes

Weight

12

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.

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