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7 categories

Items

2565 of 2565 entries · Showing 1201–1250

Last Stand Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

40

Armor Class

15

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

Stealth

1

Last Stand Hide Armor

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

12

Armor Class

12

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 Leather Armor

Type

Light Armor

Magic

Yes

Details

very rare

Weight

10

Armor Class

11

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 Padded Armor

Type

Light Armor

Magic

Yes

Details

very rare

Weight

8

Armor Class

11

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 Plate Armor

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

65

Armor Class

18

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

15

Stealth

1

Last Stand Ring Mail

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

40

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

Stealth

1

Last Stand Scale Mail

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

45

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

Stealth

1

Last Stand Spiked Armor

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

45

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

Stealth

1

Last Stand Splint Armor

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

60

Armor Class

17

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

15

Stealth

1

Last Stand Studded Leather Armor

Type

Light Armor

Magic

Yes

Details

very rare

Weight

13

Armor Class

12

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

Leather Armor

Type

Light Armor

Weight

10

Description

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Source: Player's Handbook p. 144

Value

10

Armor Class

11

Leather Armor +1

Type

Light Armor

Magic

Yes

Details

rare

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +1

Category

bonus

Armor Class

11

Leather Armor +2

Type

Light Armor

Magic

Yes

Details

very rare

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

11

Leather Armor +3

Type

Light Armor

Magic

Yes

Details

legendary

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +3

Category

bonus

Armor Class

11

Leather Armor of Acid Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Cold Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Fire Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Force Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Lightning Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Necrotic Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Poison Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Psychic Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Radiant Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Thunder Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

10

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

11

Leather Armor of Weightlessness

Type

Light Armor

Magic

Yes

Weight

10

Details

uncommon (requires attunement)

Description

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

This armor regains 1d4 + 1 expended charges daily at dawn.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Source: The Book of Many Things p. 65

Armor Class

11

Leather Barding

Type

Adventuring Gear

Weight

20

Description

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

Leather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier.

Source: Player's Handbook p. 157

Value

40

Leather Golem Armor

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Description

Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:

• Immutable Form. You are immune to any spell or effect that would alter your form.

• Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.

Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:

• Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

• Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.

Source: Lost Laboratory of Kwalish p. 55

Modifier

ac +1

Category

bonus

Armor Class

11

Leatherworker's Tools

Type

Adventuring Gear

Weight

5

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.

Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Components: Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

Source: Player's Handbook p. 154

Value

5

Lesser Hammock of Worlds

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

The Hammock of Worlds is a colorful hammock woven with traditional Ataguan designs.

You can use an action to unfold and place the lesser version of the Hammock of Worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads or the user can cause it to always reliably connect to the Ghost Orchid Tepui. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once the lesser version of the Hammock of Worlds has opened a portal, it can't do so again for 1d8 hours.

Source: Journeys through the Radiant Citadel p. 214

Libram Of Souls And Flesh

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead (appears in this book), vampiric touch. It functions as a spellbook for you.

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

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

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

• As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.

Source: Tasha's Cauldron of Everything p. 129

Dice Rolls

1d3

Lifestyle Expenses, Aristocratic, per day

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Source: Player's Handbook p. 157

Value

10

Lifestyle Expenses, Comfortable, per day

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Source: Player's Handbook p. 157

Value

2

Lifestyle Expenses, Modest, per day

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Source: Player's Handbook p. 157

Value

1

Lifestyle Expenses, Poor

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Source: Player's Handbook p. 157

Value

0.2

Lifestyle Expenses, Squalid, per day

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Source: Player's Handbook p. 157

Value

0.1

Lifestyle Expenses, Wealthy, per day

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Source: Player's Handbook p. 157

Value

4

Lifestyle Expenses, Wretched

Type

Adventuring Gear

Description

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Source: Player's Handbook p. 157

Lifewell Tattoo

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

Produced by a special needle, this magic tattoo features symbols of life and rebirth.

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.

Necrotic Resistance. You have resistance to necrotic damage.

Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 129

Light Crossbow

Type

Ranged Weapon

Weight

5

Description

Proficiency: simple, light crossbow

Source: Player's Handbook p. 149

Value

25

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Light Crossbow +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

5

Description

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

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

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

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

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

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

Proficiency: simple, light crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Light Crossbow +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

5

Description

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

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

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

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

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

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

Proficiency: simple, light crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Light Crossbow +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

5

Description

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

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

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

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

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

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

Proficiency: simple, light crossbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Light Crossbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

5

Properties

A,LD,2H

Damage

1d8

Damage Type

Piercing

Range

80/320

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

Light Crossbow of Conflagration

Type

Ranged Weapon

Magic

Yes

Weight

5

Details

rare (requires attunement)

Description

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

Source: The Book of Many Things p. 66

Damage

1d8

Damage Type

Piercing

Properties

A, LD, 2H

Range

80/320

Light Crossbow of Melodies

Type

Ranged Weapon

Magic

Yes

Weight

5

Details

very rare (requires attunement)

Description

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

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

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

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

Source: The Book of Many Things p. 66

Damage

1d8

Damage Type

Piercing

Properties

A, LD, 2H

Range

80/320

Light Crossbow of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

5

Description

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

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

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

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

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

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

Proficiency: simple, light crossbow

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Light Hammer

Type

Melee Weapon

Weight

2

Description

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

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

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

Proficiency: simple, light hammer

Source: Player's Handbook p. 149

Value

2

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Light Hammer +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

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

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

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

Proficiency: simple, light hammer

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Light Hammer +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

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

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

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

Proficiency: simple, light hammer

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Light Hammer +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

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

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

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

Proficiency: simple, light hammer

Source: Dungeon Master's Guide p. 213

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60