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7 categories

Items

2565 of 2565 entries · Showing 1451–1500

Morningstar +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

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

Proficiency: martial, morningstar

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

Morningstar +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

4

Description

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

Proficiency: martial, morningstar

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M

Morningstar 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, morningstar

Source: Chains of Asmodeus p. 271

Damage

1d8

Damage Type

Piercing

Properties

M

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Morningstar of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Damage

1d8

Damage Type

Piercing

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

Morningstar 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

Damage Type

Piercing

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Morningstar of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

4

Description

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Proficiency: martial, morningstar

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Piercing

Properties

M

Moss agate

Type

Treasure

Value

10

Description

translucent pink or yellow-white with mossy gray or green markings

Source: Dungeon Master's Guide p. 134

Mudslick Tower

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is "petrification" in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.

Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.

The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Source: Phandelver and Below: The Shattered Obelisk p. 219

Mule

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

8

Mummy Rot Antidote

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot.

Source: Infernal Machine Rebuild p. 94

Murgaxor's Orb

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor's spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven's students.

Sentience. Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:

• The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.

• The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.

• At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control.

Curse. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor's hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:

Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake.

Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren't also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is incapacitated.

After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar magic. All cases of the curse end if Murgaxor's orb is destroyed.

Magical Signature. As a side effect of the orb's curse, the spell detect magic reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further details about.

Destroying the Orb. Murgaxor's orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters.

Source: Strixhaven: A Curriculum of Chaos p. 126

Muroosa Balm

Type

Potion

Value

100.0

Description

This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.

A dose of muroosa balm sufficient for treating sunburn costs 1 gp.

Source: Explorer's Guide to Wildemount p. 70

Musket

Type

Ranged Weapon

Weight

10

Description

Proficiency: firearm

Source: Dungeon Master's Guide p. 268

Value

500

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Musket

Type

Ranged Weapon

Weight

10

Description

A two handed ranged weapon that fires at long range.

Two-Handed, Reload 1, Misfire 2

Proficiency: firearms

Ammunition: 5gp (20)

Source: Matthew Mercer - Gunslinger 1.3 p. 3

Damage

1d12

Damage Type

Piercing

Properties

M,A,LD,2H

Range

120/480

Musket +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

10

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

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

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.

Proficiency: firearm

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Musket +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

10

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

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

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.

Proficiency: firearm

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Musket +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

10

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

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

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.

Proficiency: firearm

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Musket of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

10

Properties

A,LD,2H

Damage

1d12

Damage Type

Piercing

Range

40/120

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

Musket of Warning

Type

Ranged 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.

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).

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

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.

Proficiency: firearm

Source: Dungeon Master's Guide p. 213

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Mystery Key

Type

Wondrous Item

Magic

Yes

Details

common

Description

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Source: Xanathar's Guide to Everything p. 138

Mythcarver

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a bard)

Weight

3

Description

This incredible silvered blade once belonged to the legendary White Duke, a founding member of the Golden Grin, and many other master bards before him. It resonates with nearby musical tones. In the modern era, it is best known as the personal weapon of famed bard Scanlan Shorthalt.

Dormant

While Mythcarver is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This longsword's enchantments and light construction also grant it the Finesse property, which allows you to use either your Strength or Dexterity modifier for the attack and damage rolls when making an attack with this weapon.

Additionally, when you target an ally with your Bardic Inspiration feature, you gain advantage on attacks with this weapon until the end of your turn.

Awakened

When Mythcarver reaches an awakened state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +2. Additionally, when you hit with an attack using this weapon, the target takes an extra 1d6 force damage.

• When you use your Bardic Inspiration to affect an enemy while wielding this sword, that enemy has disadvantage on their next saving throw.

Exalted

When Mythcarver reaches an exalted state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +3.

• As an action, you let the spirit of the sword overtake your body and guide your strikes. You make 4 melee attacks with the sword, then gain 1 level of exhaustion. Once this property is used, it can't be used again until you finish a long rest.

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: Tal'Dorei Campaign Setting: Reborn p. 207

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,F,V

Narycrash

Type

Adventuring Gear

Description

This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.

Source: Dragonlance: Shadow of the Dragon Queen p. 188

Nature's Mantle

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a druid or ranger)

Description

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Source: Tasha's Cauldron of Everything p. 133

Nautiloid (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.

As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 5–6, the property recharges after 1 minute; otherwise, it can't be used again for 24 hours.

Size: Large Vehicle (180 ft. by 30 ft.)

Armor Class: 15 (wood)

Hit Points: 400

Damage Threshold: 15

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

Cost: 50000 gp

Keel/Beam: 180 ft. / 30 ft.

Crew: 20

Cargo: 17 tons

4 Ballista (3 Crew Each)

Armor Class 15

Hit Points 50 each

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

It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Mangonel

Armor Class 15

Hit Points 100

Cost 100 gp (mangonel), -- gp (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Tentacles

Hit Points --

Cost -- gp (included in ship cost)

As an action, the ship's spelljammer can make one of the following attacks with the ship's tentacles.

Grappling Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one Huge or Gargantuan target. Hit: 22 (4d10) bludgeoning damage, and the nautiloid's speed becomes 0 until its spelljammer uses an action to release the target. If the target is a creature, it is grappled (escape DC 16). If the target is another ship, the target's speed becomes 0 until the nautiloid releases it, or until the target or the nautiloid drops to 0 hit points.

Teleport. Melee Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: The target must succeed on a DC 15 Constitution saving throw or be teleported to an unoccupied space aboard the nautiloid that the nautiloid's spelljammer can see.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 38

Navigation Orb

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.

As an action, you can cause one of the following effects to occur if you are touching the orb:

• The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently.

• The castle, if it is moving, comes to a gradual stop.

• The castle makes a slow, 90-degree turn clockwise or counter clockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.

Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.

Source: Storm King's Thunder p. 237

Navigator's Tools

Type

Adventuring Gear

Weight

2

Description

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

Components: Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

Survival: Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.

Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day.

Source: Player's Handbook p. 154

Value

25

Necklace of Adaptation

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Weight

1

Description

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Source: Dungeon Master's Guide p. 182

Necklace of Fireballs

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

1

Description

This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Source: Dungeon Master's Guide p. 182

Dice Rolls

8d6

Necklace of Prayer Beads

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a Cleric, Druid, or Paladin)

Weight

1

Description

This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 — Bead Name — Spell:

1-6 — Blessing — Bless

7-12 — Curing — Cure wounds (2nd level) or lesser restoration

13-16 — Favor — Greater restoration

17-18 — Smiting — Branding smite

19 — Summons — Planar ally

20 — Wind walking — Wind walk

Source: Dungeon Master's Guide p. 182

Needle of Mending

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Value

2.0

Properties

F,L,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.

You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.

Source: Explorer's Guide to Wildemount p. 268

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Needler Pistol

Type

Adventuring Gear

Description

This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.

As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.

Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Source: Quests from the Infinite Staircase p. 191

Nepenthe

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Paladin)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Sentience. Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically.

Personality. In its lifetime, the sword has beheaded thousands of criminals, not all of whom were guilty of the crimes for which they were convicted. The sword cannot distinguish the guilty from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable.

Proficiency: martial, longsword

Source: Van Richten's Guide to Ravenloft p. 86

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Net

Type

Ranged Weapon

Weight

3

Description

Proficiency: martial, net

Source: Player's Handbook p. 149

Value

1

Properties

M,S,T

Range

5/15

Net +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

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

NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus.

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

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

Proficiency: martial, net

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

0

Properties

M,S,T

Range

5/15

Net +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Description

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

NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus.

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

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

Proficiency: martial, net

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

0

Properties

M,S,T

Range

5/15

Net +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

3

Description

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

NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus.

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

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

Proficiency: martial, net

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

0

Properties

M,S,T

Range

5/15

Net of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Properties

S,T

Range

5/15

Description

Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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

Net of Throne's Command

Type

Ranged Weapon

Magic

Yes

Weight

3

Details

very rare (requires attunement)

Description

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Source: The Book of Many Things p. 39

Properties

M, S, T

Range

5/15

Net of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

Description

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

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

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

Proficiency: martial, net

Source: Dungeon Master's Guide p. 213

Damage

0

Properties

M,S,T

Range

5/15

Nether Scroll Of Azumar

Type

Scroll

Magic

Yes

Details

legendary

Description

Unlike most scrolls, a Nether Scroll of Azumar is not a consumable magic item. It takes 30 days of concentrated study-at least 8 hours per day-to attempt to understand this scroll. After completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated study.

When you succeed on the check, you gain the following benefits:

• Your Intelligence score increases by 2, to a maximum of 22 . Once you gain this benefit, you can't use this scroll to increase your Intelligence again.

• You gain advantage on saving throws against spells and other magical effects.

When you gain the scroll's benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.

Source: Candlekeep Mysteries p. 210

Dice Rolls

16d10

Netherese Ring of Protection

Type

Ring

Magic

Yes

Details

rare (requires attunement)

Description

You gain a +1 bonus to AC and saving throws while wearing this ring.

The ring is made from a single piece of mystical green glass that's stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.

Source: Phandelver and Below: The Shattered Obelisk p. 50

Modifier

ac +1

Category

bonus

saving throws +1

Category

bonus

Night Caller

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

Source: Tales from the Yawning Portal p. 228

Nightfall Pearl

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.

Source: Explorer's Guide to Wildemount p. 268

Nightspider (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Neogi terrorize Wildspace in ships of their own construction, which others call nightspiders. These vessels often wait in ambush for other ships. Once a target ship is identified, the neogi try to steal its spelljamming helm and capture its crew.

A nightspider's crew usually consists of nineteen neogi and up to a half-dozen umber hulks, which the neogi use as shock troops.

Nightspiders are designed for space travel alone and can't float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process). Standard weaponry on a nightspider includes four ballistae (two forward-facing and two aft-facing) and a forward-facing mangonel.

Size: Large Vehicle (175 ft. by 50 ft.)

Armor Class: 19 (metal)

Hit Points: 300

Damage Threshold: 15

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

Cost: 50000 gp

Keel/Beam: 175 ft. / 50 ft.

Crew: 25

Cargo: 50 tons

4 Ballista (3 Crew Each)

Armor Class 15

Hit Points 50 each

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

It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Mangonel

Armor Class 15

Hit Points 100

Cost 100 gp (mangonel), -- gp (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 40

Nimbus Coronet

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

The design of this bronze circlet resembles swirling clouds. At its center is set a deep-blue stone, upon which is inscribed the cloud rune.

While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds.

Invoking the Rune. As an action, you can invoke the circlet's rune to assume a cloudlike form. The form lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).

While in cloud form, you have a flying speed of 60 feet and resistance to bludgeoning, piercing, and slashing damage.

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

Nine Lives Stealer Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

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

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

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

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

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron Chapter 3

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Nine Lives Stealer Greatsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

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

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

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 183

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Nine Lives Stealer Longsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this 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, longsword

Source: Dungeon Master's Guide p. 183

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Nine Lives Stealer Rapier

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 183

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Nine Lives Stealer Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

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

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

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 183

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L