Type
Light Armor
Magic
Yes
Details
rare (requires attunement)
Weight
8
Description
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
Armor Class
11
Stealth
1
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2565 of 2565 entries · Showing 1551–1600
Light Armor
Yes
rare (requires attunement)
8
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
rare (requires attunement)
8
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
11
1
Light Armor
Yes
8
uncommon (requires attunement)
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
Padded armor consists of quilted layers of cloth and batting.
Source: The Book of Many Things p. 65
11
1
Adventuring Gear
16
Barding is armor designed to protect an animal's head, neck, chest, and body.
Padded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage.
Source: Player's Handbook p. 157
20
Treasure
7500
Source: Dungeon Master's Guide p. 135
Treasure
750
Source: Dungeon Master's Guide p. 135
Adventuring Gear
5
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.
Components: Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Source: Player's Handbook p. 154
10
Treasure
25
Source: Dungeon Master's Guide p. 134
Ranged Weapon
1
A ranged weapon that fits in the palm of your hand.
Light, Reload 1, Misfire 1
Proficiency: firearms
Ammunition: 2gp (20)
Source: Matthew Mercer - Gunslinger 1.3 p. 3
50
1d8
Piercing
M,A,L,LD
40/160
Adventuring Gear
2
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Source: Player's Handbook p. 154
12
Adventuring Gear
Source: Player's Handbook p. 150
0.2
Wondrous Item
Yes
uncommon
After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage.
It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.
Paper birds usually come in small, flat boxes containing 1d6+3 sheets of the parchment.
Source: Waterdeep: Dragon Heist p. 191, Infernal Machine Rebuild p. 94
Adventuring Gear
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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
Adventuring Gear
Source: Player's Handbook p. 150
0.1
Shield
Yes
rare (requires attunement)
6
Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Source: Guildmasters' Guide to Ravnica p. 180
2
Treasure
100
opaque lustrous white, yellow, or pink
Source: Dungeon Master's Guide p. 134
Wondrous Item
Yes
uncommon (requires attunement by a Spellcaster)
While the pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended spell slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Source: Dungeon Master's Guide p. 184
Wondrous Item
Yes
This black pearl glows faintly when undead are within 120 feet of it.
Source: Waterdeep: Dungeon of the Mad Mage p. 76
Wondrous Item
Yes
very rare (requires attunement)
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.
Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.
Comforting Wind: You can't suffocate.
Wind's Grasp; As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.
Wind Walker: While you are attuned to this rune, you can cast levitate 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 Wind: You can transfer the pennant's magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind 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 pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
Source: Storm King's Thunder p. 237
Ranged Weapon
5
A special, complex one handed ranged weapon that fires quickly.
Reload 6, Misfire 2
Proficiency: firearms
Ammunition: 4gp (20)
Source: Matthew Mercer - Gunslinger 1.3 p. 3
250
1d10
Piercing
M,A,LD
80/320
Wondrous Item
Yes
very rare (requires attunement)
While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
Source: Guildmasters' Guide to Ravnica p. 180
Adventuring Gear
Source: Player's Handbook p. 150
5
Wondrous Item
Yes
common
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Source: Xanathar's Guide to Everything p. 138
Wondrous Item
Yes
uncommon
1
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
Source: Dungeon Master's Guide p. 184
Wondrous Item
Yes
rare
1
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Source: Dungeon Master's Guide p. 184
Wondrous Item
Yes
uncommon (requires attunement)
1
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Source: Dungeon Master's Guide p. 184
Treasure
500
transparent rich olive green
Source: Dungeon Master's Guide p. 134
Potion
Yes
uncommon
0.5
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Source: Dungeon Master's Guide p. 184
Melee Weapon
18
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.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Player's Handbook p. 149
5
1d10
Piercing
M,H,R,2H
Melee Weapon
Yes
uncommon
18
You have a +1 bonus to attack and damage rolls made with this weapon.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Dungeon Master's Guide p. 213
melee attacks +1
bonus
melee damage +1
bonus
1d10
Piercing
M,H,R,2H
Melee Weapon
Yes
rare
18
You have a +2 bonus to attack and damage rolls made with this weapon.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Dungeon Master's Guide p. 213
melee attacks +2
bonus
melee damage +2
bonus
1d10
Piercing
M,H,R,2H
Melee Weapon
Yes
very rare
18
You have a +3 bonus to attack and damage rolls made with this weapon.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Dungeon Master's Guide p. 213
melee attacks +3
bonus
melee damage +3
bonus
1d10
Piercing
M,H,R,2H
Melee Weapon
Yes
very rare (requires attunement)
18
You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Chains of Asmodeus p. 271
1d10
Piercing
M,H,R,2H
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
18
H,R,2H
1d10
Piercing
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
Melee Weapon
Yes
18
very rare (requires attunement)
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
1d10
Piercing
M, H, R, 2H
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
uncommon (requires attunement)
18
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, pike
Source: Dungeon Master's Guide p. 213
1d10
Piercing
M,H,R,2H
Wondrous Item
Yes
common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After JO minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Source: Ghosts of Saltmarsh p. 229
Wondrous Item
Yes
common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Source: Xanathar's Guide to Everything p. 138
Wondrous Item
Yes
uncommon
2
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Source: Dungeon Master's Guide p. 185
1d3
Wondrous Item
Yes
uncommon (requires attunement)
2
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Source: Dungeon Master's Guide p. 185
1d3
Ranged Weapon
3
Proficiency: firearm
Source: Dungeon Master's Guide p. 268
250
1d10
Piercing
A,LD
30/90
Ranged Weapon
3
A ranged weapon that fires bullets.
Reload 4, Misfire 1
Proficiency: firearms
Ammunition: 4gp (20)
Source: Matthew Mercer - Gunslinger 1.3 p. 3
150
1d10
Piercing
M,A,LD
60/240