Type
Potion
Magic
Yes
Details
rare
Weight
0.5
Description
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.
Source: Dungeon Master's Guide p. 188
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Potion
Yes
rare
0.5
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.
Source: Dungeon Master's Guide p. 188
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to lightning damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
very rare
0.5
When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Source: Dungeon Master's Guide p. 188
1d6+6
Potion
Yes
rare
The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Source: Explorer's Guide to Wildemount p. 268
Potion
Yes
rare
0.5
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Source: Dungeon Master's Guide p. 188
Potion
Yes
very rare
0.5
When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Source: Tales from the Yawning Portal p. 229
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
uncommon
0.5
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Source: Dungeon Master's Guide p. 188
3d6
2d6
1d6
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to poison damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
very rare
When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.
Source: Explorer's Guide to Wildemount p. 268
Potion
Yes
uncommon
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.
This black potion swirls with shimmering flecks of pink and purple.
Source: Phandelver and Below: The Shattered Obelisk p. 219
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to psychic damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to radiant damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
very rare
0.5
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Source: Dungeon Master's Guide p. 188
Potion
Yes
rare
0.5
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.
Source: Dungeon Master's Guide p. 187
Potion
Yes
legendary
0.5
When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.
Source: Dungeon Master's Guide p. 187
Potion
Yes
rare
0.5
You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Source: Dungeon Master's Guide p. 187
8d4+8
Potion
Yes
very rare
0.5
You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Source: Dungeon Master's Guide p. 187
10d4+20
Potion
Yes
uncommon
0.5
When you drink this potion, you gain resistance to thunder damage for 1 hour.
Source: Dungeon Master's Guide p. 188
Potion
Yes
very rare
0.5
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Source: Dungeon Master's Guide p. 188
Potion
Yes
common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.
Source: Waterdeep: Dungeon of the Mad Mage p. 62
Potion
Yes
uncommon
0.5
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Source: Dungeon Master's Guide p. 188
Adventuring Gear
3
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.
Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.
Components: Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers.
History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
Reconstruction: By examining pottery shards, you can determine an object's original, intact form and its likely purpose.
Source: Player's Handbook p. 154
10
Adventuring Gear
1
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.
Source: Player's Handbook p. 153
0.5
Heavy Armor
Yes
legendary (requires attunement)
65
Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
While wearing this armor, you gain the following benefits:
• You have a +1 bonus to AC.
• Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
• You have advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
• Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
• Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).
• Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points).
• Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
• Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
• Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
Source: Lost Laboratory of Kwalish p. 55
ac +1
bonus
18
15
1
Heavy Armor
This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.
Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons.
Force Field. When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges remaining, its energy cell can't be removed. Once the armor 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
18
15
1
Wondrous Item
Yes
very rare
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Carnelian Triceratops. This figurine becomes a triceratops for up to 6 hours and can be ridden as a mount. Once it has been used, it can't be used again until 10 days have passed.
Source: Bigby Presents: Glory of the Giants p. 114
Wondrous Item
Yes
legendary
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Jasper Tyrannosaurus Rex. This figurine, crafted from rare green jasper, becomes a tyrannosaurus rex for up to 1 hour. Once it has been used, it can't be used again until 14 days have passed.
Whenever you command the figurine while it's in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a d20. On a 1, you lose control of the figurine, and it becomes hostile to you and your companions until it is reduced to 0 hit points, at which point it reverts to figurine form.
Source: Bigby Presents: Glory of the Giants p. 114
Wondrous Item
Yes
rare
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Kyanite Pteranodon. This figurine becomes a pteranodon for up to 8 hours. If your size is Medium or smaller, you can ride the pteranodon as a mount. Once it has been used, it can't be used again until 7 days have passed.
Source: Bigby Presents: Glory of the Giants p. 114
Wondrous Item
Yes
uncommon
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.
Source: Bigby Presents: Glory of the Giants p. 114
Wondrous Item
Yes
common
This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide).
Source: Ghosts of Saltmarsh p. 229
Adventuring Gear
1
100.0
The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.
Source: Explorer's Guide to Wildemount p. 103
Light Armor
4
500
An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
Source: Explorer's Guide to Wildemount p. 103
11
Adventuring Gear
24
Includes:
• a backpack
• a blanket
• 10 candles
• a tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of rations
• a waterskin.
Source: Player's Handbook p. 151
19
Wondrous Item
Yes
uncommon (requires attunement by a spellcaster)
300
The Prismari Primer is a magic textbook created at Strixhaven's Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity (Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Source: Strixhaven: A Curriculum of Chaos p. 39
1d3
1d4
Wondrous Item
Yes
5
rare
Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.
A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in chapter 7 of the Dungeon Master's Guide. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.
A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, a professor orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Source: Waterdeep: Dungeon of the Mad Mage p. 284
Wondrous Item
Yes
rare
5
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in the Dungeon Master's Guide. Regardless of its alignment. the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can't initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
• The history of Netheril (see the "Fate of Netheril" sidebar on page 232)
• Vampirism and the traits of vampires
• Rituals surrounding the making, bottling. and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
• The tarrasque (see the Monster Manual)
Source: Icewind Dale: Rime of the Frostmaiden p. 315
Wondrous Item
Yes
uncommon (requires attunement by a small humanoid)
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 chance that the helm loses its magic and becomes nonmagical.
Source: Waterdeep: Dungeon of the Mad Mage p. 251
Wondrous Item
Yes
common
This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount p. 268, Tasha's Cauldron of Everything p. 134
Wondrous Item
Yes
rare (requires attunement by a wizard)
This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil, and symbol. 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 abjuration school.
• When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
Source: Tasha's Cauldron of Everything p. 134
1d3
2d10
Wondrous Item
Yes
uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Intelligence Score | Range of Telepathy | Light Intensity
3-7 | 15 feet | Dim light out to a range of 5 feet
8-11 | 30 feet | Bright light in a 5-foot radius and dim light for an additional 5 feet
12-15 | 60 feet | Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher | 120 feet | Bright light in a 15-foot radius and dim light for an additional 15 feet
Source: Icewind Dale: Rime of the Frostmaiden p. 315
Melee Weapon
Yes
legendary (requires attunement)
10
Forged from deep red iron, this massive hammer is set with a brilliant fire opal that shimmers with eternal flame. It is rumored to be currently wielded by Grand Legate Phaestor, the fire giant ruler of Vulkanon, somewhere beneath the Cliffkeep Mountains.
Dormant
While Pyremaul is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage.
Additionally, you can choose to have this weapon shed bright light in a 30-foot radius and dim light for an additional 30 feet (no action required).
Awakened
When Pyremaul reaches an awakened state, you gain the following benefits:
• The weapon's bonus to attack rolls increases to +2.
• The extra fire damage dealt by the weapon increases to 2d6.
• As an action, you can slam Pyremaul into the ground to cast the burning hands spell at 2nd level(save DC 15). You can't use this property again until you finish a short or long rest.
• Whenever you score a critical hit with this weapon,the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Exalted
When Pyremaul reaches an exalted state, you gain the following benefits:
• The weapon's bonus to attack rolls increases to +3.
• The extra fire damage dealt by the weapon increases to 3d6.
• When you cast burning hands with the weapon, you do so at 3rd level and the save DC increases to 17.
• When you score a critical hit with this weapon,the saving throw to avoid being knocked prone increases to 17. You also roll an extra 3d6 fire damage when determining the extra damage for the critical hit.
• When you kill a creature with an attack using this weapon, you can take 10d10 fire damage and immolate the creature's corpse. This damage can't be reduced in any way, and you die if this damage reduces you to 0 hit points. The immolated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash. The creature can be restored to life only by means of a true resurrection or a wish spell. You can't use this property of the maul again until 7 days have passed.
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, maul
Source: Tal'Dorei Campaign Setting: Reborn p. 209
weapon attacks +1
bonus
weapon damage +1
bonus
2d6
Bludgeoning
M,H,2H
Wondrous Item
Yes
uncommon (requires attunement)
A pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
As an action, you can cause the pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the pyroconverger again until you finish a long rest.
Source: Guildmasters' Guide to Ravnica p. 180
Wondrous Item
Yes
legendary
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.
Curse: Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.
d8 — Calamity
1 — Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success.
2 — Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it.
3 — Flood. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it.
4 — Medusa's Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
5 — Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it.
6 — Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demon (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
7 — Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
8 — Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it.
Source: Mythic Odysseys of Theros p. 197
1d4
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Source: Dungeon Master's Guide p. 188
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Source: Dungeon Master's Guide p. 188
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Source: Dungeon Master's Guide p. 188
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Source: Dungeon Master's Guide p. 188
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Source: Dungeon Master's Guide p. 188
Wondrous Item
Yes
rare
This tiny object looks like a feather.
Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Source: Dungeon Master's Guide p. 188
1d20+9
1d6+5