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7 categories

Items

2565 of 2565 entries · Showing 101–150

Armblade Yklwa

Type

Melee Weapon

Magic

Yes

Details

common (requires attunement by a warforged)

Weight

3

Description

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Proficiency: simple, yklwa

Source: Eberron: Rising from the Last War p. 276

Damage

1d8

Damage Type

Piercing

Properties

T

Range

10/30

Armor of Invulnerability

Type

Heavy Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

65

Description

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Armor of the Valiant Soul

Type

Shield

Magic

Yes

Details

legendary (requires attunement)

Description

This antique armor forged from jade and black dragon scales was once worn by J'mon Sa Ord of Ank'Harel.

Dormant

While the Armor of the Valiant Soul is in a dormant state, you gain a +1 bonus to AC while wearing it. You can also cast the command spell (save DC 14) while attuned to this armor. Once this property is used, it can't be used again until you finish a long rest.

Awakened

When the Armor of the Valiant Soul reaches an awakened state, you gain the following benefits:

• The AC bonus of the armor increases to +2.

• You have resistance to acid damage while wearing this armor.

• You are immune to the frightened condition while wearing this armor.

• The spell save DC for the armor's command spell increases to 16, and the spell can target up to three creatures.

Exalted

When the Armor of the Valiant Soul reaches an exalted state, you gain the following benefits:

• The AC bonus of the armor increases to +3.

• You are immune to acid damage while wearing this armor.

• All friendly creatures within 15 feet of you are immune to the frightened condition as long as you are conscious.

• The spell save DC of the armor's command spell increases to 18, and the spell can target up to five creatures.

Source: Tal'Dorei Campaign Setting: Reborn p. 202

Modifier

ac +1

Category

bonus

Armor of Vulnerability (Bludgeoning)

Type

Heavy Armor

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

65

Description

While wearing this armor, you have resistance to bludgeoning damage.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Armor of Vulnerability (Piercing)

Type

Heavy Armor

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

65

Description

While wearing this armor, you have resistance to piercing damage.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Armor of Vulnerability (Slashing)

Type

Heavy Armor

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

65

Description

While wearing this armor, you have resistance to slashing damage.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Arrow of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.05

Description

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Arrow-Catching Shield

Type

Shield

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

2

Arrows

Type

Ammunition

Weight

0.05

Description

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

Source: Player's Handbook p. 150

Value

0.05

Arrows +1

Type

Ammunition

Magic

Yes

Details

uncommon

Weight

0.05

Description

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Arrows +2

Type

Ammunition

Magic

Yes

Details

rare

Weight

0.05

Description

You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Arrows +3

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.05

Description

You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Astral Shard

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a sorcerer)

Description

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.

Source: Tasha's Cauldron of Everything p. 120

Astromancy Archive

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

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

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

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

• When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Source: Tasha's Cauldron of Everything p. 120

Dice Rolls

1d3

Atlas Of Endless Horizons

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spell book for you.

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

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

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

• When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Source: Tasha's Cauldron of Everything p. 120

Axe of the Dwarvish Lords

Type

Melee Weapon

Magic

Yes

Details

artifact, cursed (requires attunement)

Weight

4

Description

Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.

Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.

Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.

Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.

Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.

Random Properties: The axe has the following randomly determined properties:

• 2 minor beneficial properties

• 1 major beneficial property

• 2 minor detrimental properties

Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits:

• You have immunity to poison damage.

• The range of your darkvision increases by 60 feet.

• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.

Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.

Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.

Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.

Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.

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

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

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, battleaxe

Source: Dungeon Master's Guide p. 221

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V,T

Range

20/60

Azuredge

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

4

Description

Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.

Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence.

Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force.

When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target.

Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.

Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. 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. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it.

Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.

If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time.

Proficiency: martial, battleaxe

Source: Waterdeep: Dragon Heist p. 189

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V,T

Range

60/180

Azurite

Type

Treasure

Value

10

Description

opaque mottled deep blue

Source: Dungeon Master's Guide p. 134

Baba Yaga's Mortar And Pestle

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.

Random Properties. This 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 beneficial properties

• 1 major beneficial property

• 1 minor detrimental property

Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding if there's enough space-up to Large size, meaning it can hold even a Large creature.

Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a + 3 bonus to attack and damage rolls made with it.

The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.

Perfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.

You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's it. You have advantage on any check you make using the artifact as one of these tools.

Primal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.

Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.

Bones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.

Destroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.

Source: Tasha's Cauldron of Everything p. 121

Dice Rolls

1d8

Backpack

Type

Adventuring Gear

Weight

5

Description

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Source: Player's Handbook p. 153

Value

2

Bad News

Type

Ranged Weapon

Weight

25

Description

A ranged weapon similar to a sniper rifle.

Two-Handed, Reload 1, Misfire 3

Proficiency: firearms

Ammunition: 10gp (5)

Source: Matthew Mercer - Gunslinger 1.3 p. 3

Damage

2d12

Damage Type

Piercing

Properties

M,A,LD,2H

Range

200/800

Badge of The Watch

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement from someone designated by the Open Lord of Waterdeep)

Description

A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.

While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield.

If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.

As an action, the Open Lord can touch the badge and end your attunement to it.

Source: Waterdeep: Dragon Heist p. 189

Modifier

ac +2

Category

bonus

Bag of Beans

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

0.5

Description

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, 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. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.

d100 — Effect:

01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.

2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.

11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks.

21-30 — An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.

31-40 — A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).

41-50 — 1d6+6 shriekers sprout (see the Monster Manual for statistics).

51-60 — 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.

61-70 — A hungry bulette (see the Monster Manual for statistics) burrows up and attacks.

71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.

81-90 — A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.

91-99 — A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.

00 — A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

Source: Dungeon Master's Guide p. 152

Dice Rolls

5d4

1d100

Bag of Bounty

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a warforged)

Description

This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.

Food Quality — Difficulty:

Poor — No roll required

Modest — 10

Comfortable — 13

Wealthy — 15

Aristocratic — 18

A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.

Source: Wayfinder's Guide to Eberron Chapter 5

Bag of Devouring

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

0.5

Description

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Source: Dungeon Master's Guide p. 153

Bag of Holding

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

15

Description

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Source: Dungeon Master's Guide p. 153

Bag of Tricks, Gray

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

0.5

Description

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

d8 | Creature

1 | Weasel

2 | Giant rat

3 | Badger

4 | Boar

5 | Panther

6 | Giant badger

7 | Dire wolf

8 | Giant elk

Source: Dungeon Master's Guide p. 154

Dice Rolls

1d8

Bag of Tricks, Rust

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

0.5

Description

This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

d8 | Creature

1 | Rat

2 | Owl

3 | Mastiff

4 | Goat

5 | Giant goat

6 | Giant boar

7 | Lion

8 | Brown bear

Source: Dungeon Master's Guide p. 154

Dice Rolls

1d8

Bag of Tricks, Tan

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

0.5

Description

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

d8 | Creature

1 | Jackal

2 | Ape

3 | Baboon

4 | Axe beak

5 | Black bear

6 | Giant weasel

7 | Giant hyena

8 | Tiger

Source: Dungeon Master's Guide p. 154

Dice Rolls

1d8

Bagpipes

Type

Adventuring Gear

Weight

6

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

Balance of Harmony

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.

Source: Tales from the Yawning Portal p. 228

Baleful Talon

Type

Melee Weapon

Magic

Yes

Weight

1

Details

very rare

Description

You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.

When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.

Source: The Book of Many Things p. 34

Damage

1d4

Damage Type

Piercing

Properties

F, L, T

Range

20/60

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Ball Bearings

Type

Adventuring Gear

Weight

0.002

Description

As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

Source: Player's Handbook p. 151

Value

1

Balloon Pack

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.

When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.

After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.

Source: Princes of the Apocalypse p. 222

Band of Loyalty

Type

Ring

Magic

Yes

Details

common (requires attunement)

Description

If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.

Source: Wayfinder's Guide to Eberron Chapter 5

Banded agate

Type

Treasure

Value

10

Description

translucent striped brown, blue, white, or red

Source: Dungeon Master's Guide p. 134

Banner of the Krig Rune

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.

Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.

Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.

Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:

While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.

Source: Storm King's Thunder p. 235

Barrel

Type

Adventuring Gear

Weight

70

Description

A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

Source: Player's Handbook p. 153

Value

2

Barrier Tattoo

Type

Wondrous Item

Magic

Yes

Description

Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

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.

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.

Rarity | AC

Uncommon | 12 + your Dexterity modifier

Rare | 15 + your Dexterity modifier (maximum of +2)

Very Rare | 18

Source: Tasha's Cauldron of Everything p. 122

Basic Fishing Equipment

Type

Adventuring Gear

Value

0.1

Description

Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.

Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.

d10 | Catch

1-2 | Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)

3-5 | Tiny, edible fish (feeds one person)

6-8 | Small, edible fish (feeds up to four people)

9 | Hostile space eel (see Boo's Astral Menagerie; feeds up to twelve people)

10 | Hostile gray scavver (see Boo's Astral Menagerie; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 21

Basket

Type

Adventuring Gear

Weight

2

Description

A basket holds 2 cubic feet or 40 pounds of gear.

Source: Player's Handbook p. 153

Value

0.4

Battering Shield

Type

Shield

Magic

Yes

Details

rare (requires attunement)

Weight

6

Value

10.0

Armor Class

2

Description

While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

Source: Explorer's Guide to Wildemount p. 266

Modifier

ac +1

Category

bonus

Dice Rolls

1d3

Battle Standard of Infernal Power

Type

Wondrous Item

Details

very rare (requires attunement)

Description

This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

Source: Baldur's Gate: Descent into Avernus p. 223

Battleaxe

Type

Melee Weapon

Weight

4

Description

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

Proficiency: martial, battleaxe

Source: Player's Handbook p. 149

Value

10

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Battleaxe +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.

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, battleaxe

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Battleaxe +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.

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, battleaxe

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Battleaxe +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.

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, battleaxe

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Battleaxe 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: martial, battleaxe

Source: Chains of Asmodeus p. 271

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Battleaxe of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Battleaxe of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

4

Details

very rare (requires attunement)

Description

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

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

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus