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7 categories

Items

2565 of 2565 entries · Showing 1401–1450

Mind Crystal (Heightened)

Type

Wondrous Item

Magic

Yes

Details

rare

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 one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

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

Mind Crystal (Quickened)

Type

Wondrous Item

Magic

Yes

Details

rare

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. You change the spell's casting time to 1 bonus action for this casting.

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

Mind Crystal (Subtle)

Type

Wondrous Item

Magic

Yes

Details

common

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. You cast the spell without any somatic or verbal components for this casting.

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

Mind Flayer Skull

Type

Wondrous Item

Magic

Yes

Description

A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue's grasp.

Source: Waterdeep: Dungeon of the Mad Mage p. 197

Mind Lash

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a mind flayer)

Weight

3

Description

In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Volo's Guide to Monsters p. 81

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Dice Rolls

2d4

Mindblasting Cap

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This soft, violet cap bears stitching in the pattern of folds on a brain.

As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.

Once this bonus action is used, it can't be used again until the next dawn.

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

Mindguard Crown

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

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

Miner's Pick

Type

Adventuring Gear

Weight

10

Description

Source: Player's Handbook p. 150

Value

2

Mirror of Infinite Transpondence

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes.

When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in chapter 2.

d8 | Location | Possessor

1 | Emon | Seeker Odessa Tal'Dorei

2 | Whitestone | None; the mirror is in an empty dungeon

3 | Kymal | Sylker "The Millionaire" Uttolot

4 | Westruun | Realmseer Eskil Ryndarien

5 | Syngorn | Ouestra, the Voice of Memory

6 | The Elemental Plane of Water | Khedive Xundi, Lord of Silver Silt

7 | The Plane of Shadow | A Remnant chosen (see page 251)

8 | An untraceable location | The Wonderworker

Once the connection between the two mirrors has been activated three times from either end, it can't be activated again until the next dawn.

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

Mirror of Life Trapping

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

50

Description

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Source: Dungeon Master's Guide p. 181

Mirror of Reflected Pasts

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Weight

25

Description

This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed if reduced to 0 hit points.

While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror harmlessly floats to the ground. Once the mirror has been deactivated, it can't be activated again until the next dawn.

If a non-Construct creature other than you sees its reflection in the activated mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A creature paralyzed by the mirror can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this mirror's effect for the next 24 hours.

While paralyzed by the mirror, the creature sees events from their past reflected in the mirror's glass. These memories aren't real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.

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

Mirror of the Past

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

0.5

Description

The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.

Source: Tales from the Yawning Portal p. 228

Mistral Mantle

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.

While wearing this cloak, you have resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak's cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn.

Invoking the Rune. As an action, you can invoke the mantle's rune to cast the sleet storm spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn't difficult terrain for you, and you can see through the storm, ignoring the normal penalties of a heavily obscured area.

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

Source: Bigby Presents: Glory of the Giants p. 114

Mithral Breastplate

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

14

Mithral Chain Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

55

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

16

Mithral Chain Shirt

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

20

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

13

Mithral Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

40

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

15

Mithral Plate Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

65

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

18

Mithral Ring Mail

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

40

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

14

Mithral Scale Mail

Type

Medium Armor

Magic

Yes

Details

uncommon

Weight

45

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

14

Mithral Splint Armor

Type

Heavy Armor

Magic

Yes

Details

uncommon

Weight

60

Description

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Source: Dungeon Master's Guide p. 182

Armor Class

17

Mizzium Apparatus

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a sorcerer, warlock, or wizard)

Weight

8

Description

Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.

While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.

You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.

On a successful check, you cast the spell as normal, using your spell save DC and spell casting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.

If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.

1st-Level Spells

1 — burning hands

2 — chaos bolt (see chapter 2)

3 — color spray

4 — faerie fire

5 — fog cloud

6 — thunderwave

2nd-Level Spells

1 — blur

2 — gust of wind

3 — heat metal

4 — Melf's acid arrow

5 — scorching ray

6 — shatter

3rd-Level Spells

1 — fear

2 — feign death

3 — fireball

4 — gaseous form

5 — sleet storm

6 — stinking cloud

4th-Level Spells

1 — confusion

2 — conjure minor elementals

3 — Evard's black tentacles

4 — ice storm

5th-Level Spells

1 — animate objects

2 — cloud kill

3 — cone of cold

4 — flame strike

Source: Guildmasters' Guide to Ravnica p. 179

Mizzium Breastplate

Type

Medium Armor

Magic

Yes

Details

rare

Weight

20

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

14

Mizzium Chain Mail

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

55

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

16

Strength

13

Stealth

1

Mizzium Chain Shirt

Type

Medium Armor

Magic

Yes

Details

rare

Weight

20

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

13

Mizzium Half Plate

Type

Medium Armor

Magic

Yes

Details

rare

Weight

40

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

15

Stealth

YES

Mizzium Mortar

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.

The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.

Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius. 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC l 5 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.

Source: Guildmasters' Guide to Ravnica p. 179

Mizzium Plate Armor

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

65

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

18

Strength

15

Stealth

YES

Mizzium Ring Mail

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

40

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

14

Stealth

YES

Mizzium Spiked Armor

Type

Medium Armor

Magic

Yes

Details

rare

Weight

45

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

14

Stealth

YES

Mizzium Splint Armor

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

60

Description

This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Source: Guildmasters' Guide to Ravnica p. 179

Armor Class

17

Strength

15

Stealth

YES

Molten Bronze Skin (Breastplate)

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Armor Class

14

Description

This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.

Source: Mythic Odysseys of Theros p. 197

Molten Bronze Skin (Half Plate)

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

40

Armor Class

15

Description

This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.

Source: Mythic Odysseys of Theros p. 197

Molten Bronze Skin (Plate)

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Armor Class

18

Description

This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Source: Mythic Odysseys of Theros p. 197

Strength

15

Monster Hunter's Pack

Type

Adventuring Gear

Weight

48.5

Description

Includes:

• a chest

• a crowbar

• a hammer

• three wooden stakes

• a holy symbol

• a flask of holy water

• a set of manacles

• a steel mirror

• a flask of oil

• a tinderbox

• 3 torches

Source: Curse of Strahd p. 209

Value

33

Moodmark Paint

Type

Wondrous Item

Magic

Yes

Details

common

Description

This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.

For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.

Source: Guildmasters' Guide to Ravnica p. 180

Moon Sickle +1

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement by a druid or ranger)

Weight

2

Description

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Source: Tasha's Cauldron of Everything p. 133

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Moon Sickle +2

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement by a druid or ranger)

Weight

2

Description

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Source: Tasha's Cauldron of Everything p. 133

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Moon Sickle +3

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement by a druid or ranger)

Weight

2

Description

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain +3 a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Source: Tasha's Cauldron of Everything p. 133

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Moon-Touched Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

common

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.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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

Proficiency: martial, double-bladed scimitar

Source: Xanathar's Guide to Everything, p. 138, Wayfinder's Guide to Eberron Chapter 3

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Moon-Touched Greatsword

Type

Melee Weapon

Magic

Yes

Details

common

Weight

6

Description

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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: Xanathar's Guide to Everything p. 138

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Moon-Touched Longsword

Type

Melee Weapon

Magic

Yes

Details

common

Weight

3

Description

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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: Xanathar's Guide to Everything p. 138

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Moon-Touched Rapier

Type

Melee Weapon

Magic

Yes

Details

common

Weight

2

Description

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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: Xanathar's Guide to Everything p. 138

Damage

1d8

Damage Type

Piercing

Properties

M,F

Moon-Touched Scimitar

Type

Melee Weapon

Magic

Yes

Details

common

Weight

3

Description

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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: Xanathar's Guide to Everything p. 138

Damage

1d6

Damage Type

Slashing

Properties

F,L

Moon-Touched Shortsword

Type

Melee Weapon

Magic

Yes

Details

common

Weight

2

Description

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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: Xanathar's Guide to Everything p. 138

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Moonblade

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement by an elf or half-elf of neutral good alignment)

Weight

3

Description

Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.

d100 | Property

01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.

41-80 | The moonblade gains a randomly determined minor property (see "Special Features" earlier in this chapter).

81-82 | The moonblade gains the finesse property.

83-84 | The moonblade gains the thrown property (range 20/60 feet).

85-86 | The moonblade functions as a defender.

87-90 | The moon blade scores a critical hit on a roll of 19 or 20.

91-92 | When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage.

93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.

95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.

97-98 | The moonblade functions as a ring of spell storing.

99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.

00 | The moonblade functions as a vorpal sword.

Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

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. 217

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Moonstone

Type

Treasure

Value

50

Description

translucent white with pale blue glow

Source: Dungeon Master's Guide p. 134

Moorbounder

Type

Adventuring Gear

Value

400.0

Description

Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.

Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.

Source: Explorer's Guide to Wildemount p. 295

Morningstar

Type

Melee Weapon

Weight

4

Description

Proficiency: martial, morningstar

Source: Player's Handbook p. 149

Value

15

Damage

1d8

Damage Type

Piercing

Properties

M

Morningstar +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: martial, morningstar

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M