A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Items

2565 of 2565 entries · Showing 1301–1350

Lorehold Primer

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a spellcaster)

Value

300

Description

The Lorehold Primer is a magic textbook created at Strixhaven's Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Source: Strixhaven: A Curriculum of Chaos p. 39

Dice Rolls

1d3

1d4

Lost Crown of Besilmer

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:

• You have resistance to psychic damage.

• You have advantage on saving throws against effects that would charm you.

• You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.

Source: Princes of the Apocalypse p. 223

Dice Rolls

1d3

Luba's Tarokka Of Souls

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.

Created by a figure ofVistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul-as it inevitably will.

Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.

Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

• 2 minor detrimental properties

• 2 minor beneficial properties

Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn.

Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.

Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:

Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.

Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.

The deck can be used in this way twice, and you regain all expended uses at the next dawn.

Prisoners of Pate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.

d100 | Card | Soul

1 | Artifact | Flameskull

2 | Beast | Wraith

3 | Broken One | Banshee

4 | Darklord | Vampire

5 | Donjon | Mummy

6 | Executioner | Death knight

7 | Ghost | Ghost

8 | Horseman | Mummy lord

9 | Innocent | Ghost

10 | Marionette | Mummy

11 | Mists | Wraith

12 | Raven | Vampire spawn

13 | Seer | Vampire

14 | Tempter | Vampire spawn

15-00 | — | —

The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.

Shuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarroka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.

Destroying the Deck. Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design.

Source: Tasha's Cauldron of Everything p. 129

Lucent Destroyer

Type

Ranged Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

10

Description

This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn't have the loading property. The base of the weapon is emblazoned with the light rune.

Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.

Invoking the Rune. As an action, you can invoke the weapon's rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can't be invoked again until the next dawn.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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

Damage

1d12

Damage Type

Radiant

Properties

M, 2H

Range

40/120

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Luck Blade Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron Chapter 3

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4+1

Luck Blade Greatsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

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

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

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Luck Blade Longsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

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. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Luck Blade Rapier

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Luck Blade Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

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

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Luck Blade Shortsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

2

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

saving throws +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Luminous War Pick

Type

Melee Weapon

Magic

Yes

Weight

2

Details

rare (requires attunement)

Description

The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.

While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can't be used again until the next dawn.

Source: Phandelver and Below: The Shattered Obelisk p. 217

Damage

1d8

Damage Type

Piercing

Lute

Type

Adventuring Gear

Weight

2

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

35

Luxon Beacon

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.

Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.

When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.

Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.

Source: Explorer's Guide to Wildemount p. 268

Lyre

Type

Adventuring Gear

Weight

2

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

30

Lyre Of Building

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a bard)

Description

While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can't be cast from it again until the next dawn.

Source: Tasha's Cauldron of Everything p. 131

Mabara Ebony Rod

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

2

Description

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

A Mabaran ebony rod provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Mabara Ebony Staff

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

4

Description

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

A Mabaran ebony staff provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage.

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

Proficiency: simple, quarterstaff

Source: Wayfinder's Guide to Eberron Chapter 5

Mabara Ebony Wand

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

1

Description

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

A Mabaran ebony wand provides a +1 bonus when you roll damage for a spell that inflicts necrotic damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Mabaran Obsidian Orb of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

3

Description

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

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Mabaran Resonator

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead.

Source: Wayfinder's Guide to Eberron Chapter 5

Mace

Type

Melee Weapon

Weight

4

Description

Proficiency: simple, mace

Source: Player's Handbook p. 149

Value

5

Damage

1d6

Damage Type

Bludgeoning

Mace +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

4

Description

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

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Mace +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

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

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Mace +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

4

Description

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

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Mace Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

4

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.

Proficiency: simple, mace

Source: Chains of Asmodeus p. 271

Damage

1d6

Damage Type

Bludgeoning

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Mace of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Damage

1d6

Damage Type

Bludgeoning

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

Mace of Disruption

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Description

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 179

Damage

1d6

Damage Type

Bludgeoning

Dice Rolls

2d6

Mace of Smiting

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 179

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Bludgeoning

Mace of Terror

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Description

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 180

Damage

1d6

Damage Type

Bludgeoning

Dice Rolls

1d3

Mace of the Black Crown

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

4

Value

5.0

Damage

1d6

Damage Type

Bludgeoning

Description

This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.

Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

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

Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.

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

• You can speak, read, and write Infernal.

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

• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.

• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.

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

• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6.

• The weapon's Summon Devil feature can also be used to summon a bearded devil.

• You have resistance to poison damage while holding this weapon.

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

• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage.

• The weapon's Summon Devil feature can also be used to summon a barbed devil.

• You have resistance to fire damage while you hold this weapon.

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

Source: Explorer's Guide to Wildemount p. 276

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d6

2d6

3d6

Mace of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

4

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.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 213

Damage

1d6

Damage Type

Bludgeoning

Maddgoth's Helm

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a humanoid)

Description

A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.

Source: Waterdeep: Dungeon of the Mad Mage p. 103

Magician's Judge

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

An executioner's blade from the Age of Arcanum, this magic greatsword is one of many similar weapons once used to execute magic-wielding criminals. Though most commonly found in the lands now known as Wildemount and Issylra, a few such blades have found their way to Tal'Dorei.

If you hit a creature with an attack using this weapon, you can cast the dispel magic spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast dispel magic from the sword against a target of your choice. If you need to make a check with your spellcasting ability modifier as part of casting the spell, you make this check with a +3 modifier or your own spellcasting ability modifier, whichever is higher.

Once you cast dispel magic using this weapon, you can't do so again until the next dawn.

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, greatsword

Source: Tal'Dorei Campaign Setting: Reborn p. 196

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Magnifying Glass

Type

Adventuring Gear

Description

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Source: Player's Handbook p. 152

Value

100

Malachite

Type

Treasure

Value

10

Description

opaque striated light and dark green

Source: Dungeon Master's Guide p. 134

Manacles

Type

Adventuring Gear

Weight

6

Description

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Source: Player's Handbook p. 152

Value

2

Mantle of Spell Resistance

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

You have advantage on saving throws against spells while you wear this cloak.

Source: Dungeon Master's Guide p. 180

Manual of Bodily Health

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 180

Manual of Clay Golems

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.

Source: Dungeon Master's Guide p. 180

Manual of Flesh Golems

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.

Source: Dungeon Master's Guide p. 180

Manual of Gainful Exercise

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 180

Manual of Iron Golems

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.

Source: Dungeon Master's Guide p. 180

Manual of Quickness of Action

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 181

Manual of Stone Golems

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game statistics.

Source: Dungeon Master's Guide p. 180

Map or Scroll Case

Type

Adventuring Gear

Weight

1

Description

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Source: Player's Handbook p. 151

Value

1

Mariner's Breastplate

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: Dungeon Master's Guide p. 181

Armor Class

14

Mariner's Chain Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

55

Description

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: Dungeon Master's Guide p. 181

Armor Class

16

Strength

13

Stealth

1

Mariner's Chain Shirt

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: Dungeon Master's Guide p. 181

Armor Class

13

Mariner's Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

40

Description

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: Dungeon Master's Guide p. 181

Armor Class

15

Stealth

1

Mariner's Hide Armor

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

12

Description

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: Dungeon Master's Guide p. 181

Armor Class

12