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7 categories

Items

2565 of 2565 entries · Showing 1251–1300

Light Hammer 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.

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

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: Chains of Asmodeus p. 271

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Light Hammer of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

L,T

Damage

1d4

Damage Type

Bludgeoning

Range

20/60

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 Hammer 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.

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

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Light Repeating Crossbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

5

Properties

A,2H

Damage

1d8

Damage Type

Piercing

Range

40/160

Description

This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

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

Lightbringer

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

4

Description

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Proficiency: simple, mace

Source: Lost Mines of Phandelver p. 48

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Dice Rolls

1d6

Lightbringer

Type

Melee Weapon

Magic

Yes

Weight

4

Details

uncommon

Description

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

This weapon, known as Lightbringer, was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead creatures.

Source: Phandelver and Below: The Shattered Obelisk p. 72

Damage

1d6

Damage Type

Bludgeoning

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Living Breastplate

Type

Medium Armor

Weight

20

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

14

Living Chain Mail

Type

Heavy Armor

Weight

55

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

16

Strength

13

Stealth

1

Living Chain Shirt

Type

Medium Armor

Weight

20

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

13

Living Gloves

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

These symbiotic gloves-made of thin chitin and sinew-pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.

While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):

• Sleight of Hand

• Thieves' tools

• One kind of artisan's tools of your choice

• One kind of musical instrument of your choice

When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Symbiotic Nature. The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.

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

Living Half Plate

Type

Medium Armor

Weight

40

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

15

Stealth

1

Living Hide Armor

Type

Medium Armor

Weight

12

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

12

Living Leather Armor

Type

Light Armor

Weight

10

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

11

Living Padded Armor

Type

Light Armor

Weight

8

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

11

Stealth

1

Living Plate Armor

Type

Heavy Armor

Weight

65

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

18

Strength

15

Stealth

1

Living Ring Mail

Type

Heavy Armor

Weight

40

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

Living Scale Mail

Type

Medium Armor

Weight

45

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

Living Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.

This ship's main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.

When the treant finishes a long rest, it repairs the ship's hull, enabling the ship to regain 4d12 hit points, and refreshes the ship's air envelope (turning deadly air into foul air, or foul air into fresh air).

A living ship can float on water and sail across it, but it can't land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista.

Size: Large Vehicle (80 ft. by 20 ft.)

Armor Class: 15 (wood)

Hit Points: 250

Damage Threshold: 15

Speed: flying speed 40 ft. (4 1/2 mph)

Cost: 25000 gp

Keel/Beam: 80 ft. / 20 ft.

Crew: 5 plus the treant

Cargo: 10 tons

Ballista

Armor Class 15

Hit Points 50

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

It takes 1 action to load the 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.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 36

Living Splint Armor

Type

Heavy Armor

Weight

60

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

17

Strength

15

Stealth

1

Living Studded Leather Armor

Type

Light Armor

Weight

13

Magic

Yes

Details

very rare (requires attunement)

Description

This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.

While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.

Symbiotic Nature. The armor 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 armor ends, and it detaches from you.

The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.

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

Modifier

ac +1

Category

bonus

Armor Class

12

Loadstone

Type

Wondrous Item

Magic

Yes

Details

rare, cursed

Description

This stone is a large gem worth 150 gp.

Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.

Source: Tales from the Yawning Portal p. 228

Modifier

speed -5

Category

bonus

Lock

Type

Adventuring Gear

Weight

1

Description

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Source: Player's Handbook p. 152

Value

10

Lock of Trickery

Type

Wondrous Item

Magic

Yes

Details

common

Description

This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.

Source: Xanathar's Guide to Everything p. 138

Longbow

Type

Ranged Weapon

Weight

2

Description

Proficiency: martial, longbow

Source: Player's Handbook p. 149

Value

50

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Longbow +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

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

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

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

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

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

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Longbow +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

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

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

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

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

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

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Longbow +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

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

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

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

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

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

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Longbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Properties

A,H,2H

Damage

1d8

Damage Type

Piercing

Range

150/600

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

Longbow of Conflagration

Type

Ranged Weapon

Magic

Yes

Weight

2

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

M, A, H, 2H

Range

150/600

Longbow of Melodies

Type

Ranged Weapon

Magic

Yes

Weight

2

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

M, A, H, 2H

Range

150/600

Longbow Of The Healing Hearth

Type

Ranged Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.

You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.

The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.

Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).

If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.

Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).

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

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

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

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

Proficiency: martial, longbow

Source: Bigby Presents: Glory of the Giants p. 113

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Longbow of Throne's Command

Type

Ranged Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

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

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

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Damage Type

Piercing

Properties

M, A, H, 2H

Range

150/600

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Longbow of Warning

Type

Ranged 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.

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

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

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

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

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

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Longship

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.

Source: Player's Handbook p. 157

Value

10000

Longsword

Type

Melee Weapon

Weight

3

Description

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

Proficiency: martial, longsword

Source: Player's Handbook p. 149

Value

15

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

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

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

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

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

3

Description

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

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

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.

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

Proficiency: martial, longsword

Source: Chains of Asmodeus p. 271

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Longsword of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

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

Longsword of Life Stealing

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword Of Retribution

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Curse. You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.

The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item.

Corrupting. This item corrupts. See the "Infernal Item Corruption" section.

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

Proficiency: martial, longsword

Source: Chains of Asmodeus p. 270

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Longsword of Sharpness

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword of the Medusa

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.

A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.

Curse. This weapon 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 weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.

Proficiency: martial, longsword

Source: Lost Laboratory of Kwalish p. 53

Value

15

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword of the Planes

Type

Melee Weapon

Magic

Yes

Weight

3

Details

legendary (requires attunement)

Description

You gain a +3 bonus to attack and damage rolls made with this magic sword.

This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.

You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.

Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.

Source: The Book of Many Things p. 68

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Longsword of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

3

Details

very rare (requires attunement)

Description

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

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

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Longsword of Vengeance

Type

Melee Weapon

Magic

Yes

Details

uncommon, cursed (requires attunement)

Weight

3

Description

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

Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

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.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 213

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Longsword of Wounding

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 207

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

1d4

Lord's Ensemble

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a creature with a humanoid build)

Description

The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces a helm, an amulet, and a robe- that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.

Lord's Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.

Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.

Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.

Source: Waterdeep: Dragon Heist p. 191