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7 categories

Items

2565 of 2565 entries · Showing 1351–1400

Mariner's Leather Armor

Type

Light Armor

Magic

Yes

Details

uncommon

Weight

10

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

11

Mariner's Padded Armor

Type

Light Armor

Magic

Yes

Details

uncommon

Weight

8

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

11

Stealth

1

Mariner's Plate Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

65

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

18

Strength

15

Stealth

1

Mariner's Ring Mail

Type

Heavy 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

14

Stealth

1

Mariner's Scale Mail

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

45

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

Stealth

1

Mariner's Splint Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

60

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

17

Strength

15

Stealth

1

Mariner's Studded Leather Armor

Type

Light Armor

Magic

Yes

Details

uncommon

Weight

13

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

Mask of the Beast

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Source: Tomb of Annihilation p. 207

Mask of the Dragon Queen

Type

Wondrous Item

Magic

Yes

Details

unique (requires attunement)

Description

Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.

While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.

Source: The Rise of Tiamat p. 94

Mason's Tools

Type

Adventuring Gear

Weight

8

Description

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

Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Components: Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History: Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it.

Investigation: You gain additional insight when inspecting areas within stone structures.

Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

Source: Player's Handbook p. 154

Value

10

Masque Charm

Type

Wondrous Item

Magic

Yes

Details

common

Description

A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can't be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.

Source: Strixhaven: A Curriculum of Chaos p. 127

Masquerade Tattoo

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Description

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Source: Tasha's Cauldron of Everything p. 131

Master's Call

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

While this looks like a scrap heap assembled from shattered constructs and wreckage from the Mournland, this eldritch machine possesses tremendous power. You gain the following benefits while you are attuned to the master’s call and within one mile of the device.

•You can sense the presence and location of all warforged within ten miles.

•You have advantage on any Charisma-based check made against a warforged.

•While you are in contact with the master’s call, you can use an action to target a warforged within ten miles of the device. You can send a telepathic message of up to 25 words to the target. They must make a Wisdom saving throw, with a difficulty of 14 + your Intelligence modifier. On a failed save, the target is affected by a suggestion compelling them to follow your command. This effect doesn’t require concentration; it lasts for eight hours, until you choose to end it, or until the victim successfully fulfills the command, whichever comes first. You can control up to eight warforged at once using this effect.

Source: Wayfinder's Guide to Eberron Chapter 5

Mastiff

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

25

Mastix, Whip of Erebos

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Value

2.0

Properties

F,R

Damage

1d4

Damage Type

Slashing

Description

Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.

Whip of the Dead: Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.

Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk.

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

• Piety 1+: The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful.

• Piety 25+: The whip has 1 randomly determined major beneficial property.

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

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

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

Erebos's Claim: While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk.

Destroying the Whip: To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.

Source: Mythic Odysseys of Theros p. 201

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Dice Rolls

2d8

Matalotok

Type

Melee Weapon

Details

Legendary

Magic

Yes

Description

Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.

You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.

Proficiency: martial, warhammer

Source: Baldur's Gate: Descent into Avernus p. 224

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Maul

Type

Melee Weapon

Weight

10

Description

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, maul

Source: Player's Handbook p. 149

Value

10

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Maul +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

10

Description

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

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, maul

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Maul +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

10

Description

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

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, maul

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Maul +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

10

Description

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

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, maul

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Maul Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

10

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.

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, maul

Source: Chains of Asmodeus p. 271

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Maul of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

10

Properties

H,2H

Damage

2d6

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

Maul of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

10

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

2d6

Damage Type

Bludgeoning

Properties

M, H, 2H

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Maul of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

10

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.

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, maul

Source: Dungeon Master's Guide p. 213

Damage

2d6

Two-handed Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Medal Of Muscle

Type

Wondrous Item

Magic

Yes

Details

Common

Description

You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of The Conch

Type

Wondrous Item

Magic

Yes

Details

Common

Description

When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of The Horizonback

Type

Wondrous Item

Magic

Yes

Details

Common

Description

When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal arid able to see the creature that made the triggering attack to use this property. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of The Maze

Type

Wondrous Item

Magic

Yes

Details

Common

Description

When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of The Meat Pie

Type

Wondrous Item

Magic

Yes

Details

Common

Description

You gain 2d4 + 2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

While magical, this medal is slightly warm to the touch (as if it's fresh from the oven) and smells faintly of baked pie crust.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of The Wetlands

Type

Wondrous Item

Magic

Yes

Details

Common

Description

When you use an action to trace the edge of this medal, difficult terrain doesn't cost you extra movement for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medal Of Wit

Type

Wondrous Item

Magic

Yes

Details

Common

Description

You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: Critical Role: Call of the Netherdeep p. 214

Medallion of Thoughts

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Weight

1

Description

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide p. 181

Dice Rolls

1d3

Merchant's Scale

Type

Adventuring Gear

Weight

3

Description

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Source: Player's Handbook p. 153

Value

5

Mess Kit

Type

Adventuring Gear

Weight

1

Description

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Source: Player's Handbook p. 152

Value

0.2

Mighty Servant Of Leuk-o

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.

Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device's origins and operation can be found in the Mind of Metal, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.

Dangerous Attunement. Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.

The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.

Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.

Controlling the Servant. While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn.

A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.

While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:

• Open or close the hatch (no action required, once per turn)

• Move the servant up to its speed (no action required)

• As an action, you can command the servant to take one of the actions in its stat block or some other action.

• When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature.

While there are no attuned creatures inside the servant, it is an inert object.

Ghost in the Machine. Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.

If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact- preferably using the servant, if possible.

Self-Destruct. By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.

If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.

This does not destroy the servant permanently. Rather, 2d6 days later, its parts-left arm, left leg, right arm, right leg, lower torso, and upper torso-drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.

Destroying the Servant. The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.

Source: Tasha's Cauldron of Everything p. 131

Military Saddle

Type

Adventuring Gear

Weight

30

Description

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.

Source: Player's Handbook p. 157

Value

20

Mimir

Type

Wondrous Item

Magic

Yes

Weight

5

Details

rare (requires attunement)

Description

This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.

As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.

The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you.

Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can't be used again until the next dawn.

Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master's Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands).

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 13

Mind Blade Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a specific individual)

Weight

6

Description

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.

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: Volo's Guide to Monsters p. 81

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Mind Blade Longsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a specific individual)

Weight

3

Description

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.

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: Volo's Guide to Monsters p. 81

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

2d6

Mind Blade Rapier

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a specific individual)

Weight

2

Description

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.

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: Volo's Guide to Monsters p. 81

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

2d6

Mind Blade Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a specific individual)

Weight

3

Description

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.

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: Volo's Guide to Monsters p. 81

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

2d6

Mind Blade Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a specific individual)

Weight

2

Description

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.

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: Volo's Guide to Monsters p. 81

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

2d6

Mind Carapace Chain Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon (requires attunement by a specific individual)

Weight

55

Description

Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.

Source: Volo's Guide to Monsters p. 81

Armor Class

17

Strength

13

Stealth

1

Mind Carapace Plate Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon (requires attunement by a specific individual)

Weight

65

Description

Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.

Source: Volo's Guide to Monsters p. 81

Armor Class

19

Strength

15

Stealth

1

Mind Carapace Ring Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon (requires attunement by a specific individual)

Weight

40

Description

Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.

Source: Volo's Guide to Monsters p. 81

Armor Class

15

Stealth

1

Mind Carapace Splint Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon (requires attunement by a specific individual)

Weight

60

Description

Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.

Source: Volo's Guide to Monsters p. 81

Armor Class

18

Strength

15

Stealth

1

Mind Crystal (Careful)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.

Source: Phandelver and Below: The Shattered Obelisk p. 218

Mind Crystal (Distant)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. If the spell has a range of 5 feet or more and doesn't have a range of self, the spell's range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.

Source: Phandelver and Below: The Shattered Obelisk p. 218

Mind Crystal (Empowered)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.

Source: Phandelver and Below: The Shattered Obelisk p. 218

Mind Crystal (Extended)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. If the spell has a duration of 1 minute or longer, double the spell's duration, to a maximum duration of 24 hours.

Source: Phandelver and Below: The Shattered Obelisk p. 218