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7 categories

Items

2565 of 2565 entries · Showing 1601–1650

Pistol +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

3

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

1d10

Damage Type

Piercing

Properties

A,LD

Range

30/90

Pistol +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

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

1d10

Damage Type

Piercing

Properties

A,LD

Range

30/90

Pistol +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

3

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

1d10

Damage Type

Piercing

Properties

A,LD

Range

30/90

Pistol of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Properties

A,LD

Damage

1d10

Damage Type

Piercing

Range

30/90

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

Pistol 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.

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

1d10

Damage Type

Piercing

Properties

A,LD

Range

30/90

Pitcher

Type

Adventuring Gear

Weight

4

Description

A pitcher holds 1 gallon of liquid.

Source: Player's Handbook p. 153

Value

0.02

Piton

Type

Adventuring Gear

Weight

0.25

Description

Source: Player's Handbook p. 150

Value

0.05

Piwafwi

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption.

Source: Out of the Abyss p. 222

Piwafwi of Fire Resistance

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.

Source: Out of the Abyss p. 222

Pixie Dust

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.

A small packet holds enough pixie dust for one use.

Source: The Wild Beyond the Witchlight p. 212

Pixie Dust (SKT)

Type

Wondrous Item

Magic

Yes

Description

One pinch of the pixie dust can substitute for the material components of any enchantment spell of 3rd level or lower. The pixie dust has other magical effects as well. If a pinch of pixie dust is sprinkled on a creature, roll percentile dice and consult the Pixie Dust table to determine the effect.

d100 — Effect:

01-70 — The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.

71-80 — The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.

81-90 — The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.

91-00 — The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Source: Storm King's Thunder p. 35

Dice Rolls

1d100

Planecaller's Codex

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a wizard)

Description

The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.

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

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

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

• When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Source: Tasha's Cauldron of Everything p. 134

Dice Rolls

1d3

Plate Armor

Type

Heavy Armor

Weight

65

Description

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: Player's Handbook p. 145

Value

1500

Armor Class

18

Strength

15

Stealth

YES

Plate Armor +1

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

65

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

18

Strength

15

Stealth

1

Plate Armor +2

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

65

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

18

Strength

15

Stealth

1

Plate Armor +3

Type

Heavy Armor

Magic

Yes

Details

legendary

Weight

65

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

18

Strength

15

Stealth

1

Plate Armor of Acid Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to acid damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Cold Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to cold damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Etherealness

Type

Heavy Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

65

Description

While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 185

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Fire Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to fire damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Force Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to force damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Gleaming

Type

Heavy Armor

Magic

Yes

Details

common

Weight

65

Description

This armor never gets dirty.

Source: Xanathar's Guide to Everything p. 136

Armor Class

19

Strength

15

Stealth

1

Plate Armor of Lightning Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to lightning damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Necrotic Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to necrotic damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Poison Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to poison damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Psychic Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to psychic damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Radiant Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to radiant damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor Of Safeguarding

Type

Heavy Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

65

Description

Set in the center of this armor's chest is a citrine engraved with the shield rune.

While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.

Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.

Source: Bigby Presents: Glory of the Giants p. 111

Armor Class

18

Strength

15

Stealth

1

Plate Armor of the Fallen

Type

Heavy Armor

Magic

Yes

Weight

65

Details

uncommon (requires attunement)

Description

While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.

Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: The Book of Many Things p. 65

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Thunder Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

65

Description

You have resistance to thunder damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

18

Strength

15

Stealth

1

Plate Armor of Weightlessness

Type

Heavy Armor

Magic

Yes

Weight

65

Details

uncommon (requires attunement)

Description

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.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: The Book of Many Things p. 65

Armor Class

18

Strength

15

Stealth

1

Plate Barding

Type

Adventuring Gear

Weight

130

Description

Barding is armor designed to protect an animal's head, neck, chest, and body.

Plate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook p. 157

Value

6000

Plate of Knight's Fellowship

Type

Heavy Armor

Magic

Yes

Weight

65

Details

uncommon (requires attunement)

Description

This gleaming set of silver-and-gold plate armor never tarnishes.

While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit's corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you); if you don't issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.

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

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: The Book of Many Things p. 37

Armor Class

18

Strength

15

Stealth

1

Plate of the Dawnmartyr

Type

Heavy Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

65

Description

Beautiful silver scrollwork and priceless cut rubies adorn this set of brass-and-gold armor. Legend holds that it was worn by Duana, High Priest of the Dawnfather, when she was martyred in the Battle of Ghor Dranas in the final days of the Calamity. In more recent times, it was worn by Pike Trickfoot, a legendary cleric of the Everlight, while fighting against the Chroma Conclave and the Whispered One.

Dormant

While the Plate of the Dawnmartyr is in a dormant state, you gain a +1 bonus to AC while wearing it. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to rebuke that creature, dealing it 1d6 fire damage.

Awakened

When the Plate of the Dawnmartyr reaches an awakened state, you gain the following benefits:

• The armor's bonus to AC increases to +2.

• You are immune to the frightened condition.

• You have resistance to fire damage.

• The fire damage you deal when you rebuke an attacker increases to 2d6.

Exalted

When the Plate of the Dawnmartyr reaches an exalted state, you gain the following benefits:

• The armor's bonus to AC increases to +3.

• When you rebuke an attacker, you can choose to deal either fire damage or radiant damage.

• When you are reduced to 0 hit points, you can choose to have a blast of healing flame surround you. You regain 1 hit point and are lifted to your feet. Each enemy within 10 feet of you takes 2d6 fire damage or radiant damage (your choice). This property of the armor can't be used again until you finish a long rest.

Source: Tal'Dorei Campaign Setting: Reborn p. 208

Modifier

ac +1

Category

bonus

Armor Class

18

Strength

15

Stealth

1

Platinum (pp)

Type

Treasure

Weight

0.02

Description

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143

Platinum bracelet set with a sapphire

Type

Treasure

Value

2500

Description

Source: Dungeon Master's Guide p. 135

Platinum Scarf

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

Source: Fizban's Treasury of Dragons p. 24

Dice Rolls

10d4

Playing Card Set

Type

Adventuring Gear

Description

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Source: Player's Handbook p. 154

Value

0.5

Poison (Assassin's Blood)

Type

Adventuring Gear

Description

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257

Value

150

Dice Rolls

1d12

Poison (Basic)

Type

Adventuring Gear

Description

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Player's Handbook p. 153

Value

100

Dice Rolls

1d4

Poison (Biza's Breath)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Journeys through the Radiant Citadel p. 71

Poison (Blood of the Lycanthrope)

Type

Adventuring Gear

Description

This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.

The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6:

1-3. Wererat

4-5. Werewolf

6. Wereboar

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Infernal Machine Rebuild p. 93

Poison (Burnt Othur Fumes)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Source: Dungeon Master's Guide p. 257

Value

500

Dice Rolls

3d6

1d6

Poison (Carrion Crawler Mucus)

Type

Adventuring Gear

Description

This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Source: Dungeon Master's Guide p. 257

Value

200

Poison (Drow Poison)

Type

Adventuring Gear

Description

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257

Value

200

Poison (Dust of the Mummy)

Type

Adventuring Gear

Description

This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Infernal Machine Rebuild p. 93

Dice Rolls

3d6

Poison (Essence of Ether)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257

Value

300

Poison (Ivana's Whisper)

Type

Adventuring Gear

Description

This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn't directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting her message, predicting her target's reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Van Richten's Guide to Ravenloft p. 83

Poison (Malice)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257

Value

250

Poison (Midnight Tears)

Type

Adventuring Gear

Description

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257

Value

1500

Dice Rolls

9d6