Type
Medium Armor
Magic
Yes
Details
rare (requires attunement)
Weight
12
Description
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
Armor Class
12
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Medium Armor
Yes
rare (requires attunement)
12
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
12
Medium Armor
Yes
12
uncommon (requires attunement)
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.
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
12
Adventuring Gear
24
Barding is armor designed to protect an animal's head, neck, chest, and body.
Hide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2).
Source: Player's Handbook p. 157
40
Light Armor
Yes
legendary (requires attunement)
13
45.0
12
It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
Dormant: While wearing the armor in its dormant state, you gain the following benefits:
• The armor grants you a +1 bonus to AC.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
Awakened: When the armor reaches an awakened state, it gains the following properties:
• The AC bonus of the armor increases to +2.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
• When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).
Exalted: When the armor reaches an exalted state, it gains the following properties:
• The AC bonus of the armor increases to +3.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
• When you cast the polymorph spell using this armor, you can transform into a guardian wolf (see the accompanying stat block).
Source: Explorer's Guide to Wildemount p. 271
ac +1
bonus
Melee Weapon
Yes
legendary (requires attunement)
6
The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.
Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, double-bladed scimitar
Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron Chapter 3
melee attacks +3
bonus
melee damage +3
bonus
2d4
Slashing
M,2H
1d4+3
2d10
Melee Weapon
Yes
legendary (requires attunement by a Paladin)
6
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, greatsword
Source: Dungeon Master's Guide p. 174
melee attacks +3
bonus
melee damage +3
bonus
2d6
Slashing
M,H,2H
2d10
Melee Weapon
Yes
legendary (requires attunement by a Paladin)
3
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, longsword
Source: Dungeon Master's Guide p. 174
melee attacks +3
bonus
melee damage +3
bonus
1d8
1d10
Slashing
M,V
2d10
Melee Weapon
Yes
legendary (requires attunement by a Paladin)
2
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Proficiency: martial, rapier
Source: Dungeon Master's Guide p. 174
melee attacks +3
bonus
melee damage +3
bonus
1d8
Piercing
M,F
2d10
Melee Weapon
Yes
legendary (requires attunement by a Paladin)
3
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, scimitar
Source: Dungeon Master's Guide p. 174
melee attacks +3
bonus
melee damage +3
bonus
1d6
Slashing
M,F,L
2d10
Melee Weapon
Yes
legendary (requires attunement by a Paladin)
2
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: martial, shortsword
Source: Dungeon Master's Guide p. 174
melee attacks +3
bonus
melee damage +3
bonus
1d6
Piercing
M,F,L
2d10
Wondrous Item
Yes
legendary (requires attunement by a cleric or paladin of good alignment)
The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Source: Curse of Strahd p. 222
1d6+4
Adventuring Gear
1
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Source: Player's Handbook p. 151
25
Shield
Yes
legendary (requires attunement by a creature of non-evil alignment)
6
This massive silvered shield bears the crest of the Platinum Dragon and never tarnishes. Its metal is always warm to the touch.
Dormant
While Honor's Last Stand is in a dormant state, you gain a +1 bonus to AC while holding the shield. This bonus is in addition to the shield's normal bonus to AC. You also can't be knocked prone while bearing this shield.
Awakened
When Honor's Last Stand reaches an awakened state, you gain the following benefits:
• The shield's bonus to AC increases to +2.
• If you successfully shove a creature while holding this shield, that creature takes 2d6 force damage.
• When a creature within 5 feet of you misses you with an attack, you can attempt to shove that creature as a reaction.
Exalted
When Honor's Last Stand reaches an exalted state, you gain the following benefits:
• The shield's bonus to AC increases to +3.
• When you successfully shove a creature while holding this shield, you can move it up to 15 feet away from you.
• As a bonus action, you can protect an ally within 5 feet of you, granting that ally a +3 bonus to AC until the start of your next turn or until they are no longer within 5 feet of you.
Source: Tal'Dorei Campaign Setting: Reborn p. 206
ac +1
bonus
2
Adventuring Gear
2
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Source: Player's Handbook p. 152
5
Wondrous Item
Yes
rare
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn.
d20 — Fish Color — Magical Property:
1-10 — Green with copper bands — his tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught.
11-14 — Yellow with black stripes — Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15-18 — Blue with white bands — When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet.
19-20 — Gold with silver stripes — This tasty fish provides a day's worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught.
Source: Icewind Dale: Rime of the Frostmaiden p. 314
1d20
2d4
2d10
Melee Weapon
2
0.1
A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other.
Special. When you make a melee attack with this weapon, you ignore its ammunition property. You can use the hoopak as a martial ranged weapon. If you do, it uses the ammunition property, uses sling bullets, and deals 1d4 bludgeoning damage on a hit.
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. Loading a one-handed weapon requires a free hand. 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. A sling must be loaded to deal any damage when used in this way.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Source: Dragonlance: Shadow of the Dragon Queen p. 188
1d6
Piercing
M, A, S, F, 2H
40/160
Wondrous Item
Yes
A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a 30-foot-diameter portal appears before the creature who solved the cube, leading to the northeastern platform of Horizon's Edge. The portal is two-way and remains open for 10 minutes or until a creature uses an action to change the puzzle's configuration. Puzzle cubes don't function while on Horizon's Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it.
Source: Bigby Presents: Glory of the Giants p. 86
Adventuring Gear
2
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Source: Player's Handbook p. 154
3
Wondrous Item
Yes
rare
2
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Source: Dungeon Master's Guide p. 174
5d6
Wondrous Item
Yes
common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137
1d4
Wondrous Item
Yes
2
rare
You can use an action to blow this horn. In response, warrior spirits from the Abyss appear within 60 feet of you. These spirits look like minotaurs, and use the berserker statistics. They return to Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The horn summons 3d4 + 3 berserker. To use the horn, you must be proficient with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Source: Waterdeep: Dungeon of the Mad Mage p. 163
Wondrous Item
Yes
rare
2
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A brass horn summons 3d4+3 berserkers. To use the brass horn, you must be proficient with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Source: Dungeon Master's Guide p. 175
3d4+3
Wondrous Item
Yes
very rare
2
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A bronze horn summons 4d4+4 berserkers. To use the bronze horn, you must be proficient with medium armor.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Source: Dungeon Master's Guide p. 175
4d4+4
Wondrous Item
Yes
legendary
2
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The iron horn summons 5d4+5 berserkers. To use the iron horn, you must be proficient with all martial weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Source: Dungeon Master's Guide p. 175
5d4+5
Wondrous Item
Yes
rare
2
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4+2 berserkers.
The berserkers are friendly to you and your companions and follow your commands.
Source: Dungeon Master's Guide p. 175
2d4+2
Ring
Yes
very rare (requires attunement)
Allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic", page 10).
Source: Waterdeep: Dungeon of the Mad Mage p. 108
Wondrous Item
Yes
very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Source: Dungeon Master's Guide p. 175
Wondrous Item
Yes
rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Source: Dungeon Master's Guide p. 175
Adventuring Gear
1
Source: Player's Handbook p. 150
25
Wondrous Item
Yes
uncommon
This deck of cards is decorated with geometric shapes that have a protective motif. While you're holding the deck, you can use an action to shuffle it and cause the cards to deal themselves out and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up to four windows, and only you can open or close them. It has a floor and a roof, and it maintains a comfortable temperature inside.
The shelter has AC 15, 50 hit points, and immunity to poison and psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter's duration ends, it transforms back into a deck of cards and appears in your hand. Once the deck has transformed into a shelter, it can't be used again until the next dawn.
Source: The Book of Many Things p. 61
Light Armor
Yes
very rare (requires attunement)
10
10.0
11
You have a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
Source: Explorer's Guide to Wildemount p. 267
ac +1
bonus
1d10
1d3
Adventuring Gear
25
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Source: Player's Handbook p. 152
5
Wondrous Item
Yes
legendary (requires attunement by a creature of good alignment)
10
The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
Source: Curse of Strahd p. 222
Wondrous Item
Yes
artifact (requires attunement by a spellcaster)
80
Iggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
Attunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature's speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
Three hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
Random Properties. Regardless of the form it takes, the cauldron has the following random properties:
• 1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master's Guide)
• 1 minor detrimental property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master's Guide)
Gold Cauldron. The gold cauldron has the following properties:
• If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
• If wine is poured into the cauldron and stirred for 10 minutes, it transforms into a magical elixir that fortifies up to four people per gallon of wine used. Any creature that imbibes the elixir gains 10 temporary hit points. Any of the elixir that isn't consumed within 1 hour vanishes. Once used, this property of the cauldron can't be used again until the next dawn.
• When the cauldron is filled with 90 gallons of water mixed with 10 gallons of wine, it can be used as the focus for a scrying spell. When this spell is cast using the cauldron as its focus, the target of the spell fails its saving throw automatically, and the spell works even if its caster and the target are on different planes of existence. When the spell ends, all the liquid in the cauldron vanishes.
• Dipping the bristles of an ordinary broom into the water-filled cauldron transforms the broom into a broom of flying for 3 days. Once used, this property of the cauldron can't be used again until the next dawn.
Iron Cauldron. The iron cauldron has the following properties:
• You can use an action to scream into the empty cauldron, which magically summons a swarm of bats that flies out of the cauldron and acts immediately after you in the initiative order. The swarm obeys your commands and disappears after 1 minute if it hasn't been destroyed by then. Once used, this property of the cauldron can't be used again until the next dawn.
• If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The radius of the effect is 100 feet per gallon of blood used. An unconscious creature awakens if it takes damage or if someone uses an action to shake or slap it. Once used, this property of the cauldron can't be used again until the next dawn.
• Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a wand of polymorph with 3 charges. This wand can't recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can't be used again for 8 days.
• If you spend 1 minute touching the cauldron with a unicorn's horn while reciting the poem called "The Witch Queen's Cauldron" (see the accompanying sidebar), all creatures within 1,000 feet of the cauldron except those that are attuned to it become frozen in time. A time-frozen creature is incapacitated, can't move or speak, doesn't age, and is unaware of its surroundings or the passage of time. Moreover, it can't be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn's horn for 1 minute while reciting "The Witch Queen's Cauldron" ends the time-freezing effect on all creatures. The effect also ends on any creature that comes into contact with an antimagic field or is touched by a unicorn's horn.
Destroying the Cauldron. The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
The destruction of Iggwilv's Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the "Hag Covens" sidebar in the Monster Manual).
Reconstructing the Cauldron. If all eight pieces of the shattered cauldron are within 5 feet of one another, a wish spell can reassemble them, restoring the cauldron and all its properties. The cauldron's reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.
The Witch Queen's Cauldron
Eight cats perch atop eight dead attending
Eight lizards flee from eight cats scavenging
Eight toads climbing meet eight dead and falling
Eight snakes sneak under eight bats screaming
Eight eyes open, always dreaming
All on the cauldron that is ever seeming
Source: The Wild Beyond the Witchlight p. 209
Wondrous Item
Yes
common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 129
Wondrous Item
Yes
very rare (requires attunement by a spellcaster)
A powerful illusionist of House Dimir originally developed these bracers. which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.
While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Source: Guildmasters' Guide to Ravnica p. 178
Wondrous Item
Yes
common (requires attunement)
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.
Wood | Damage Type
Fernian Ash | Fire
Irian Rosewood | Radiant
Kythrian Manchineel | Acid or poison
Lamannian Oak | Lightning or thunder
Mabaran Ebony | Necrotic
Risian Pine | Cold
Shavarran Birch | Force
Xorian Wenge | Psychic
Source: Eberron: Rising from the Last War p. 277
Rod
Yes
uncommon
2
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Source: Dungeon Master's Guide p. 175
Melee Weapon
Yes
rare (requires attunement)
3
This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to grapple the target as a bonus action.
While you have a creature grappled using this whip, you can use your action to either pull the creature up to 20 feet toward you, or cause the creature to be restrained until you let go of the whip. A creature restrained in this way can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
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.
Proficiency: martial, whip
Source: Tal'Dorei Campaign Setting: Reborn p. 196
weapon attacks +1
bonus
weapon damage +1
bonus
1d4
Slashing
M,F,R
Wondrous Item
Yes
rare (requires attunement)
While wearing this amulet, you can use it as a spellcasting focus for your spells, and it grants a +2 bonus to your spell save DC and spell attack bonus.
Curse. You're unwilling to part with this amulet while attuned to it and you wear it always. While wearing the amulet you have disadvantage on Strength saving throws and Strength checks. Only the Remove Curse spell allows you to remove the item and end attunement.
Corrupting. This item corrupts. See the "Infernal Item Corruption" section.
Source: Chains of Asmodeus p. 267
spell attack +2
bonus
spell dc +2
bonus
Heavy Armor
Yes
very rare (requires attunement)
65
While wearing this armor, you gain a +2 bonus to AC.
Curse. Once you wear this armor, and are attuned to it, you can't remove it. Only the Remove Curse spell allows you to end the attunement and finally doff it. While wearing the armor, you're vulnerable to the following damage types: force, lightning, psychic, radiant, and thunder.
Corrupting. This item corrupts. See the "Infernal Item Corruption" section.
Source: Chains of Asmodeus p. 267
18
15
1
ac +2
bonus
Wondrous Item
uncommon
3
Yes
An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.
When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.
A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
Source: Baldur's Gate: Descent into Avernus p. 224
Wondrous Item
legendary (requires attunement by a creature of evil alignment)
Yes
A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spires until the wearer dies or the tack is removed.
You can use an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn't conjure a nightmare from thin air: one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.
Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent into Avernus p. 224
Wondrous Item
Yes
legendary (requires attunement)
This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
Dormant: The Infiltrator's Key grants the following benefits in its dormant state:
• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.
• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.
Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties:
• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.
• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties:
• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.
• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Source: Explorer's Guide to Wildemount p. 272
Wondrous Item
Yes
very rare (requires attunement)
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.
Runic Shield: You have a +1 bonus to AC.
Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.
Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon: The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it.
Source: Storm King's Thunder p. 236
ac +1
bonus
Adventuring Gear
Source: Player's Handbook p. 150
10
Adventuring Gear
Source: Player's Handbook p. 150
0.02
Wondrous Item
Yes
uncommon (requires attunement)
The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits.
You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks.
When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
Source: Wayfinder's Guide to Eberron Chapter 5
Wondrous Item
Yes
uncommon
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Source: Hoard of the Dragon Queen p. 94
melee attacks +1
bonus
melee damage +1
bonus
Wondrous Item
Yes
common (requires attunement)
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Source: Xanathar's Guide to Everything p. 137