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7 categories

Items

2565 of 2565 entries · Showing 1151–1200

Javelin of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

Description

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

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

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Jester's Mask

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a bard, sorcerer, or warlock)

Description

This colorful, harlequin domino mask is edged with pearls. While wearing this mask, you gain the following benefits:

Charismatic Focus. You can use the mask as a spellcasting focus. You gain a +3 bonus to any spell attack rolls and spell saving throw DCs that use Charisma as the spellcasting ability.

Marvelous Escape. When a creature hits you with an attack roll, you can use your reaction to disappear in a puff of smoke and colorful sparkles. You take no damage and instead teleport, along with anything you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. Once this reaction is used, it can't be used again until the next dawn.

Topsy-Turvy. When you roll a 1 on a d20, you can treat the roll as if you rolled a 20 instead. Once this property is used, it can't be used again until the next dawn.

Source: The Book of Many Things p. 36

Jet

Type

Treasure

Value

100

Description

opaque deep black

Source: Dungeon Master's Guide p. 134

Jewel Of Three Prayers

Type

Wondrous Item

Magic

Yes

Details

Legendary (Requires Attunement)

Description

The jewel of Three Prayers is a Vestige of Divergence (see the "Vestiges of Divergence" sidebar). In ancient times, Alyxian the Apotheon bore this amulet as a symbol of his covenant with three Prime Deities: Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart. When the jewel is found, only Sehanine's power thrums within its dormant heart. The power of the other two deities waits to be reawakened by a hero- or heroes- who can follow in Alyxian's footsteps.

Dormant State. In this state, the jewel of Three Prayers is a glittering golden disk attached to a fine golden chain. The chain magically resizes to function as a necklace for the creature that wears it.

In its Dormant State, the jewel has the following properties:

• You gain a +1 bonus to AC while wearing the jewel.

• While wearing or holding the jewel, you can use an action to cause it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you extinguish it (no action required).

• The jewel has 3 charges and regains all its expended charges daily at dawn. While holding the jewel, you can expend 1 charge from it to cast the invisibility spell.

Awakened State. In this state, the jewel has received the blessing of Avandra the Change Bringer. Three delicate spires unfurl from the jewel's center, like the buds of flowers opening in the spring. Three lapis lazuli stones rest like dewdrops on these spires.

The following benefits of the jewel improve:

• The bonus that the jewel confers to your AC increases to +2.

• Its number of charges increases to 5. The jewel gains the following additional properties, which you can use while wearing or holding it:

• You can expend 1 of the jewel's charges (no action required) to end one of the following conditions on yourself: grappled, paralyzed, or restrained.

• When another creature you can see within 60 feet of you fails a saving throw, you can expend 1 of the jewel's charges as a reaction to enable that creature to reroll the saving throw, potentially turning a failure into a success. The creature must use the new roll.

Exalted State. In this state, the jewel has received the blessing of Corellon the Arch Heart. A gleaming emerald surrounded by a halo of gold appears on the jewel.

The following benefits of the jewel improve:

• The bonus that the jewel confers to your AC increases to +3.

• Its number of charges increases to 7. The jewel gains the following additional properties, which you can use while wearing or holding it:

• You gain the ability to breathe water, and you gain a swimming speed equal to your walking speed.

• Each of your allies within 30 feet of you gains the ability to breathe water and gains a swimming speed equal to its walking speed.

• As a bonus action, you can expend 1 of the jewel's charges to target yourself or one willing creature you can see within 15 feet of yourself. The target teleports to an unoccupied space of your choice within 15 feet of yourself, along with any equipment the target is wearing or carrying. The target appears in a flash of golden radiance, and each creature of your choice within 5 feet of the target's new location must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

Source: Critical Role: Call of the Netherdeep p. 213

Jeweled anklet

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Jeweled gold crown

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Jeweled platinum ring

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Jeweler's Tools

Type

Adventuring Gear

Weight

2

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Components: Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers.

Arcana: Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation: When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.

Identify Gems: You can identify gems and determine their value at a glance.

Source: Player's Handbook p. 154

Value

25

Jug

Type

Adventuring Gear

Weight

4

Description

A jug holds 1 gallon of liquid.

Source: Player's Handbook p. 153

Value

0.02

Kagonesti Forest Shroud

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.

Source: Dragonlance: Shadow of the Dragon Queen p. 190

Keelboat

Type

Adventuring Gear

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Source: Player's Handbook p. 157

Value

3000

Keg of Alchemist's Fire

Type

Adventuring Gear

Description

A keg of alchemist's fire lobbed at a creature or an object deals 21 (6d6) fire damage on a hit. Further, the target is set ablaze and takes the damage again every round (in the case of a creature, at the start of each of its turns) until the fire is put out. A creature within reach of the blaze can take an action to smother the flames using a blanket or carpet, reducing the fire damage by 2d6. Three such actions are needed to fully put out the fire.

Source: Spelljammer: Adventures in Space - Light of Xaryxis p. 35

Keoghtom's Ointment

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease.

Source: Dungeon Master's Guide p. 179

Dice Rolls

2d8+2

Keycharm

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a creature with the Mark of Warding)

Description

This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.

Source: Eberron: Rising from the Last War p. 277

Khrusor, Spear of Heliod

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Value

1.0

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

Description

Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.

Spear of the Sun: This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.

Blessing of the Sun: If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:

• Piety 3+: You gain 15 temporary hit points each dawn.

• Piety 10+: The spear has 1 randomly determined minor beneficial property.

• Piety 25+: The spear has 1 additional randomly determined minor beneficial property.

• Piety 50+: The spear has 1 randomly determined major beneficial property.

If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.

See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.

Luminous: The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Sun's Retaliation: When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn.

Spells: The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn.

Destroying the Spear: If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service.

Source: Mythic Odysseys of Theros p. 200

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Dice Rolls

2d8

1d6+4

Khyber Dragonshard

Type

Wondrous Item

Magic

Yes

Description

Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.

Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.

Source: Wayfinder's Guide to Eberron Chapter 5

Kiss of the Changebringer

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

A beautiful, glittering emerald is set within this silver chain, humming with power and possibility. It is said that this amulet was stolen from the neck of the Changebringer herself by the Lord of the Hells, and locked within the vaults of Bazzoxan in Wildemount. It was later claimed there by a group of Aurora Watch soldiers during an expedition into that grim fortress's abandoned temples.

Dormant

While the Kiss of the Changebringer is in a dormant state, you have a +1 bonus to saving throws and are immune to the grappled condition while wearing it.

Awakened

When the Kiss of the Changebringer reaches an awakened state, you gain the following benefits:

• The bonus to saving throws increases to +2.

• You are immune to the restrained condition.

• You can use an action to cast the blink spell on yourself. This property of the amulet can't be used again until you finish a long rest.

Exalted

When the Kiss of the Changebringer reaches an exalted state, you gain the following benefits:

• The bonus to saving throws increases to +3.

• You are immune to the paralyzed and petrified conditions.

• When you make an attack roll, ability check, or saving throw, you can roll an additional d20. You can choose to do so after you make the attack roll, ability check, or saving throw, but before the outcome is determined. You choose which of the d20s to use for your roll. This property of the amulet can't be used again until you finish a short or long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 206

Modifier

saving throws +1

Category

bonus

Knave's Eye Patch

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this eye patch, you gain these benefits:

• You have advantage on Wisdom (Perception) checks that rely on sight.

• If you have the Sunlight Sensitivity trait, you are unaffected by the trait.

• You are immune to magic that allows other creatures lo read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.

Source: Waterdeep: Dragon Heist p. 191

Knife Of Stolen Resistance

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

1

Description

Using an action, you carve a single infernal rune into the flesh of an unconscious Beast, Celestial, Dragon, Fey, or Giant with this knife. Over the next 10 minutes the creature dies an agonizing death that can't be prevented short of the Wish spell. If the creature has any resistances or immunities, you gain those resistances and immunities until the creature dies or a Wish spell is used to save the creature. The knife's power can't be used again until you finish a long rest.

Proficiency: simple, dagger

Source: Chains of Asmodeus p. 267

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Korolnor Scepter

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.

You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.

You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows:

• If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.

• As an action, you can expend 2 charges to cast the sending spell from the scepter.

• As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.

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

Proficiency: simple, club

Source: Storm King's Thunder p. 236

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Dice Rolls

1d6+4

Kyrzin's Ooze

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.

Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding's stat block).

Source: Eberron: Rising from the Last War p. 278

Kythrian Manchineel 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.

A Kythrian manchineel rod provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Kythrian Manchineel 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.

A Kythrian manchineel staff provides a +1 bonus when you roll damage for a spell that inflicts acid or poison 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

Kythrian Manchineel 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.

A Kythrian manchineel wand provides a +1 bonus when you roll damage for a spell that inflicts acid or poison damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Kythrian Skar 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 acid or poison damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Ladder (10-foot)

Type

Adventuring Gear

Weight

25

Description

Source: Player's Handbook p. 150

Value

0.1

Lamannian Flint 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 lightning or thunder damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Lamannian Oak 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.

A Lamannian oak rod provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Lamannian Oak 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.

A Lamannian oak staff provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder 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

Lamannian Oak 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.

A Lamannian oak wand provides a +1 bonus when you roll damage for a spell that inflicts lightning or thunder damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Lamp

Type

Adventuring Gear

Weight

1

Description

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Source: Player's Handbook p. 152

Value

0.5

Lamprey Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo's Astral Menagerie) are particularly fond of them.

Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.

A lamprey can float on water, though it can't land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.

Size: Large Vehicle (115 ft. by 25 ft.)

Armor Class: 15 (wood)

Hit Points: 250

Damage Threshold: 15

Speed: flying speed 35 ft. (4 mph)

Cost: 20000 gp

Keel/Beam: 115 ft. / 25 ft.

Crew: 15

Cargo: 6 tons

4 Ballista (3 Crew Each)

Armor Class 15

Hit Points 50 each

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

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

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

Grappling Jaws

Hit Points --

Cost -- gp (included in ship cost)

It takes 1 action to make a Grappling Jaws attack.

Grappling Jaws. Melee Weapon Attack: +6 to hit, reach 10 ft., one ship or Gargantuan creature. Hit: 22 (4d10) piercing damage, and the speed of the lamprey ship and the target become 0 until the grapple ends. As an action, a creature can use the grappling jaws' controls to release the target. Otherwise, the effect ends when the target or the lamprey ship drops to 0 hit points.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 34

Lance

Type

Melee Weapon

Weight

6

Description

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Player's Handbook p. 149

Value

10

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Lance +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

6

Description

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

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Lance +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

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

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Lance +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

6

Description

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

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Lance Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

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

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Chains of Asmodeus p. 271

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Lance of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Properties

R,S

Damage

1d12

Damage Type

Piercing

Description

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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

Lance of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

6

Details

very rare (requires attunement)

Description

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.

Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

The weapon regains 1d4 expended charges daily at dawn.

Special. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Source: The Book of Many Things p. 39

Damage

1d12

Damage Type

Piercing

Properties

M, R, S

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Lance of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

6

Description

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

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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, lance

Source: Dungeon Master's Guide p. 213

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Lantern of Revealing

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

2

Description

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Source: Dungeon Master's Guide p. 179

Lantern of Tracking

Type

Wondrous Item

Magic

Yes

Details

common

Description

This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.

d10 | Creature Type

1 | Aberrations

2 | Celestials

3 | Constructs

4 | Dragons

5 | Elementals

6 | Fey

7 | Fiends

8 | Giants

9 | Monstrosities

10 | Undead

Source: Icewind Dale: Rime of the Frostmaiden p. 314

Lapis lazuli

Type

Treasure

Value

10

Description

opaque light and dark blue with yellow flecks

Source: Dungeon Master's Guide p. 134

Large gold bracelet

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Large well-made tapestry

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Lash Of Immolation

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

The handle of this dark leather whip bears the fire rune, and embers dance around the whip's tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip's rune. Doing so increases the extra fire damage dealt by the whip to 2d6.

Once the rune has been invoked, it can't be invoked again until the next dawn.

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: Bigby Presents: Glory of the Giants p. 113

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Lash of Shadows

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Value

2.0

Properties

F,R

Damage

1d4

Damage Type

Slashing

Description

This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.

Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.

Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.

Dormant: The whip grants the following benefits in its dormant state:

• You can speak, read, and write Abyssal and Draconic.

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

• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:

Dead Eyes: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.

Serpent Venom: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.

Awakened: When the whip reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.

• The saving throw DC for the weapon's poisons increases to 15.

• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Exalted: When the whip reaches an exalted state, it gains the following additional properties:

• The weapon's bonus to attack and damage rolls increases to +3.

• The saving throw DC for the weapon's poisons increases to 17.

• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Source: Explorer's Guide to Wildemount p. 276

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

3d6

Last Stand Breastplate

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

20

Armor Class

14

Description

You have a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.

Source: Explorer's Guide to Wildemount p. 267

Modifier

ac +1

Category

bonus

Last Stand Chain Mail

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

55

Armor Class

16

Description

You have a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.

Source: Explorer's Guide to Wildemount p. 267

Modifier

ac +1

Category

bonus

Strength

13

Stealth

1

Last Stand Chain Shirt

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

20

Armor Class

13

Description

You have a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.

Source: Explorer's Guide to Wildemount p. 267

Modifier

ac +1

Category

bonus