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Compendium

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7 categories

Items

2565 of 2565 entries · Showing 1501–1550

Nine Lives Stealer Shortsword

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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 183

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Nolzur's Marvelous Pigments

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

1

Description

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Source: Dungeon Master's Guide p. 183

Oathbow

Type

Ranged Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

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.

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.

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.

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.

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

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 183

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Dice Rolls

3d6

Obsidian

Type

Treasure

Value

10

Description

opaque black

Source: Dungeon Master's Guide p. 134

Obsidian Flint Dragon Plate

Type

Heavy Armor

Details

legendary

Magic

Yes

Armor Class

18

Description

You gain +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end grappled condition on yourself.

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

Modifier

ac +2

Category

bonus

Obsidian statuette with gold fittings and inlay

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Oceanic Blowgun

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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: martial, blowgun

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Oceanic Dagger

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

Proficiency: simple, dagger

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Oceanic Dart

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

0.25

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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: simple, dart

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Oceanic Hand Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Proficiency: martial, hand crossbow

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Oceanic Handaxe

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

Proficiency: simple, handaxe

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Oceanic Heavy Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

18

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: martial, heavy crossbow

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Oceanic Javelin

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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: simple, javelin

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Oceanic Light Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

5

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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

Proficiency: simple, light crossbow

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Oceanic Light Hammer

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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

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: simple, light hammer

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Oceanic Longbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

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

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

Proficiency: martial, longbow

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Oceanic Net

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Properties

M,S,T

Range

5/15

Oceanic Shortbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

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

Proficiency: simple, shortbow

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Oceanic Sling

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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.

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.

Proficiency: simple, sling

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Oceanic Spear

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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: simple, spear

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Oceanic Trident

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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, trident

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Oceanic Yklwa

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This elegant weapon is adorned with engravings depicting leaping dolphins and drifting jellyfish. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you ignore the normal penalties on ranged weapon attacks while using this weapon underwater. While holding the weapon in front of you with both hands, you have a swimming speed of 30 feet.

Additionally, while you hold the weapon, you can use an action to cast the water breathing spell. Once this property is used, it can't be used again until the next dawn.

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: simple, yklwa

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

T

Range

10/30

Oil (flask)

Type

Adventuring Gear

Weight

1

Description

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Source: Player's Handbook p. 152

Value

0.1

Oil of Etherealness

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Source: Dungeon Master's Guide p. 183

Oil of Sharpness

Type

Potion

Magic

Yes

Details

very rare

Weight

0.5

Description

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Source: Dungeon Master's Guide p. 184

Oil of Slipperiness

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Source: Dungeon Master's Guide p. 184

Old masterpiece painting

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Olisuba Leaf

Type

Potion

Value

50.0

Description

These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.

Source: Explorer's Guide to Wildemount p. 70

Onyx

Type

Treasure

Value

50

Description

opaque bands of black and white, or pure black or white

Source: Dungeon Master's Guide p. 134

Opal

Type

Treasure

Value

1000

Description

translucent pale blue with green and golden mottling

Source: Dungeon Master's Guide p. 134

Opal of the Ild Rune

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire's Friend: You have resistance to cold damage.

Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame: You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Source: Storm King's Thunder p. 237

Orb

Type

Adventuring Gear

Weight

3

Description

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151

Value

20

Orb of Direction

Type

Wondrous Item

Magic

Yes

Details

common

Description

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Source: Xanathar's Guide to Everything p. 138

Orb of Dragonkind

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides.

Random Properties: An Orb of Dragon kind has the following random properties:

• 2 minor beneficial properties

• 1 minor detrimental property

• 1 major detrimental property

Spells: The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges.

Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

Source: Dungeon Master's Guide p. 225

Orb of Gonging

Type

Wondrous Item

Magic

Yes

Weight

5

Details

common

Description

This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.

Source: Waterdeep: Dungeon of the Mad Mage p. 174

Orb Of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Description

An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.

If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.

Planar Material | Damage Type

Fernian basalt | Fire

Irian quartz | Radiant

Kythrian skarn | Acid or poison

Lamannian flint | Lightning or thunder

Mabaran obsidian | Necrotic

Risian shale | Cold

Shavarran chert | Force

Xorian marble | Psychic

Source: Eberron: Rising from the Last War p. 278

Orb Of Skoraeus

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a spellcaster)

Description

Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs 8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use.

While holding this orb, you can use it as a spellcasting focus for your spells. You also gain the following benefits:Abundant Components. The orb has 3 charges and regains all expended charges at dawn. When you cast a spell while holding this orb, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 300 gp per charge expended.

Astute Mind. You gain a +2 bonus to any Constitution saving throw you make to maintain your concentration on a spell.

Divine Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

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

Orb of the Stein Rune

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul: You can't be petrified.

Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

Gift of Stone: You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Source: Storm King's Thunder p. 237

Orb of the Veil

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:

• Your Wisdom score increases by 2, as does your maximum for that score.

• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.

• You have advantage on Wisdom checks to find hidden doors and paths.

Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.

Source: Explorer's Guide to Wildemount p. 268

Modifier

wisdom +2

Category

ability score

Orb of Time

Type

Wondrous Item

Magic

Yes

Details

common

Description

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or night time outside. This property functions only on the Material Plane.

Source: Xanathar's Guide to Everything p. 138

Orcsplitter

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a good-aligned dwarf, fighter, or paladin)

Weight

7

Description

A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.

You gain the following benefits while holding this magic weapon:

• You gain a +2 bonus to attack and damage rolls made with it.

• When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.

• You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.

• You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.

Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.

Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.

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, greataxe

Source: Princes of the Apocalypse p. 224

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Orcus Figurine

Type

Wondrous Item

Magic

Yes

Description

Carved from an ogre's petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.

The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:

• Undead within 30 feet of the figurine can't be turned.

• Dead creatures within 30 feet of the figurine can't be brought back to life.

• A creature that holds the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smoky avatar of the demon lord. Once this avatar is summoned, it can't be summoned again for 30 days. Orcus's avatar has the statistics of a wraith except that it's chaotic evil. It attacks all non-undead creatures it encounters, and it disappears after 1 hour or when reduced to 0 hit points.

Source: Candlekeep Mysteries p. 44

Ornithopter of Flying

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

25

Description

You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for 1d6 + 4 days.

The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Source: The Wild Beyond the Witchlight p.212

Dice Rolls

1d6+4

Orrery of the Wanderer

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.

The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.

To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time.

Random Properties. The orrery has the following randomly determined properties:

• 2 minor beneficial properties

• 1 major beneficial property

• 1 major detrimental properties

The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.

The Sum of Its Parts. Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:

The chronolometer

The dimensional loop

The far gear

The rotor of return

The timepiece of travel

The wheel of stars

Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.

While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.

Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.

Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.

Source: Acquisitions Incorporated p. 220

Modifier

ac +1

Category

bonus

Dice Rolls

1d4+4

Outer Essence Shard

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a sorcerer)

Description

This flickering crystal holds the essence of an Outer Plane. 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.

Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

d4 | Property

1 | Lawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.

2 | Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.

3 | Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.

4 | Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.

Source: Tasha's Cauldron of Everything p. 133

Pack Saddle

Type

Adventuring Gear

Weight

15

Description

Source: Player's Handbook p. 157

Value

5

Padded Armor

Type

Light Armor

Weight

8

Description

Padded armor consists of quilted layers of cloth and batting.

Source: Player's Handbook p. 144

Value

5

Armor Class

11

Stealth

YES

Padded Armor +1

Type

Light Armor

Magic

Yes

Details

rare

Weight

8

Description

You have a +1 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +1

Category

bonus

Armor Class

11

Stealth

1

Padded Armor +2

Type

Light Armor

Magic

Yes

Details

very rare

Weight

8

Description

You have a +2 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

11

Stealth

1

Padded Armor +3

Type

Light Armor

Magic

Yes

Details

legendary

Weight

8

Description

You have a +3 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +3

Category

bonus

Armor Class

11

Stealth

1