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7 categories

Items

2565 of 2565 entries · Showing 1101–1150

Instrument of Scribing

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Description

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn.

Source: Xanathar's Guide to Everything p. 138

Instrument of the Bards, Anstruth Harp

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Canaith Mandolin

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only).

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Cli Lyre

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Doss Lute

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Fochlucan Bandore

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals.

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Mac-Fuirmidh Cittern

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

Source: Dungeon Master's Guide p. 176

Instrument of the Bards, Ollamh Harp

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Bard)

Weight

2

Description

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Absorption

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Absorption.

While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Agility

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Agility.

Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

dexterity +2

Category

ability score

Ioun Stone, Awareness

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness.

You can't be surprised while this dark blue rhomboid orbits your head.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Fortitude

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Fortitude

Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

constitution +2

Category

ability score

Ioun Stone, Greater Absorption

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Greater Absorption.

While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Historical Knowledge

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.

Source: Lost Laboratory of Kwalish p. 55

Modifier

history + prof

Category

skills

Ioun Stone, Insight

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Insight.

Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

wisdom +2

Category

ability score

Ioun Stone, Intellect

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Intellect.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

intelligence +2

Category

ability score

Ioun Stone, Language Knowledge

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.

Source: Lost Laboratory of Kwalish p. 55

Ioun Stone, Leadership

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Leadership.

Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

charisma +2

Category

ability score

Ioun Stone, Mastery

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Mastery.

Your proficiency bonus increases by 1 while this pale green prism orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

proficiency bonus +1

Category

bonus

Ioun Stone, Natural Knowledge

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.

Source: Lost Laboratory of Kwalish p. 55

Modifier

Nature + prof

Category

skills

Ioun Stone, Protection

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Protection.

You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

ac +1

Category

bonus

Ioun Stone, Regeneration

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Regeneration.

You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Religious Knowledge

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.

Source: Lost Laboratory of Kwalish p. 55

Modifier

religion + prof

Category

skills

Ioun Stone, Reserve

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Reserve.

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Self-Preservation

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.

Source: Lost Laboratory of Kwalish p. 55

Modifier

intelligence saving throw +1

Category

saving throw

Ioun Stone, Strength

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Strength.

Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Source: Dungeon Master's Guide p. 176

Modifier

strength +2

Category

ability score

Ioun Stone, Supreme Intellect

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stones can play a part in this adventure.

You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.

Source: Lost Laboratory of Kwalish p. 55

Modifier

intelligence +1

Category

ability score

Ioun Stone, Sustenance

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Sustenance.

You don't need to eat or drink while this clear spindle orbits your head.

Source: Dungeon Master's Guide p. 176

Ioun Stone, Vitality

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

Ioun stones (detailed in chapter 7 of the Dungeon Master's Guide) are named after Ioun, a god of knowledge and prophecy. In addition to the stones presented in the Dungeon Master's Guide, the following new Ioun stone can play a part in this adventure.

You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.

Source: Infernal Machine Rebuild p. 94

Irian Quartz Orb of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

3

Description

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take radiant damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Irian Rosewood Rod

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

2

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

An Irian rosewood rod provides a +1 bonus when you roll damage for a spell that inflicts radiant damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Irian Rosewood Staff

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

4

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

An Irian rosewood staff provides a +1 bonus when you roll damage for a spell that inflicts radiant damage.

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

Proficiency: simple, quarterstaff

Source: Wayfinder's Guide to Eberron Chapter 5

Irian Rosewood Wand

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

1

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

An Irian rosewood wand provides a +1 bonus when you roll damage for a spell that inflicts radiant damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Iron Bands of Bilarro

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

1

Description

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 177

Iron Flask

Type

Wondrous Item

Magic

Yes

Details

legendary

Weight

1

Description

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.

d100 | Contents

01-50 | Empty

51 | Arcanaloth

52 | Cambion

53-54 | Dao

55-57 | Demon (type 1)

58-60 | Demon (type 2)

61-62 | Demon (type 3)

63-64 | Demon (type 4)

65 | Demon (type 5)

66 | Demon (type 6)

67 | Deva

68-69 | Devil (greater)

70-72 | Devil (lesser)

73-74 | Djinni

75-76 | Efreeti

77-78 | Elemental (any)

79 | Githyanki knight

80 | Githzerai zerth

81-82 | Invisible stalker

83-84 | Marid

85-86 | Mezzoloth

87-88 | Night hag

89-90 | Nycaloth

91 | Planetar

92-93 | Salamander

94-95 | Slaad (any)

96 | Solar

97-98 | Succubus/incubus

99 | Ultroloth

00 | Xorn

Source: Dungeon Master's Guide p. 178

Iron Pot

Type

Adventuring Gear

Weight

10

Description

An iron pot holds 1 gallon of liquid.

Source: Player's Handbook p. 153

Value

2

Iron Spikes

Type

Adventuring Gear

Weight

0.5

Description

Source: Player's Handbook p. 150

Value

0.1

Ironfang

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.

You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.

Earth Mastery: You gain the following benefits while you hold Ironfang:

• You can speak Terran fluently.

• You have resistance to acid damage.

• You have tremorsense out to a range of 60 feet.

• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.

• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.

Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.

The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.

Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."

Proficiency: martial, war pick

Source: Princes of the Apocalypse p. 224

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

Dice Rolls

1d8

1d3

Jacinth

Type

Treasure

Value

5000

Description

transparent fiery orange

Source: Dungeon Master's Guide p. 134

Jade

Type

Treasure

Value

100

Description

translucent light green, deep green , or white

Source: Dungeon Master's Guide p. 134

Jade game board with solid gold playing pieces

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Jasper

Type

Treasure

Value

50

Description

opaque blue, black, or brown

Source: Dungeon Master's Guide p. 134

Javelin

Type

Melee Weapon

Weight

2

Description

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, javelin

Source: Player's Handbook p. 149

Value

0.5

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Javelin +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.

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, javelin

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Javelin +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.

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, javelin

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Javelin +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.

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, javelin

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Javelin 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.

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, javelin

Source: Chains of Asmodeus p. 271

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Javelin of Backbiting

Type

Melee Weapon

Magic

Yes

Details

very rare, cursed (requires attunement)

Weight

2

Description

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse: This weapon is cursed, 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 weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

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, javelin

Source: Tales from the Yawning Portal p. 229

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

T

Range

60/150

Javelin of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

T

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

Javelin of Lightning

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

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, javelin

Source: Dungeon Master's Guide p. 178

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Dice Rolls

4d6