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7 categories

Items

2565 of 2565 entries · Showing 1751–1800

Quandrix Primer

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a spellcaster)

Value

300

Description

The Quandrix Primer is a magic textbook created at Strixhaven's Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) 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 druid or wizard 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

Dice Rolls

1d3

1d4

Quarterstaff

Type

Melee Weapon

Weight

4

Description

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, quarterstaff

Source: Player's Handbook p. 149

Value

0.2

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Quarterstaff +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

4

Description

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

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, quarterstaff

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Quarterstaff +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

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

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, quarterstaff

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Quarterstaff +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

4

Description

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

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, quarterstaff

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Quarterstaff Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

4

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

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, quarterstaff

Source: Chains of Asmodeus p. 271

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Quarterstaff of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Properties

V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

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

Quarterstaff of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

4

Description

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

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, quarterstaff

Source: Dungeon Master's Guide p. 213

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Quartz

Type

Treasure

Value

50

Description

transparent white, smoky gray, or yellow

Source: Dungeon Master's Guide p. 134

Quiver

Type

Adventuring Gear

Weight

1

Description

A quiver can hold up to 20 arrows.

Source: Player's Handbook p. 153

Value

1

Quiver of Ehlonna

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

2

Description

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Source: Dungeon Master's Guide p. 189

Quori Beech Rod

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

2

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Quori beech rod provides a +1 bonus when you roll damage for a spell that inflicts psychic damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Quori Beech Staff

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

4

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Quori beech staff provides a +1 bonus when you roll damage for a spell that inflicts psychic damage.

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, quarterstaff

Source: Wayfinder's Guide to Eberron Chapter 5

Quori Beech Wand

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

1

Description

Powerful manifest zones can infuse local trees with planar energies. A gifted artificer can tap into this to create a wand, staff, or rod that is especially effective at channeling a particular type of energy.

A Quori beech wand provides a +1 bonus when you roll damage for a spell that inflicts psychic damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Quori Celestine Orb of Shielding

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Weight

3

Description

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take psychic damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Radiance

Type

Wand

Magic

Yes

Details

uncommon (requires attunement by a Spellcaster)

Weight

1

Description

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.

While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell's target.

Once this property of the wand is used, it can't be used again until the next dawn.

Source: Candlekeep Mysteries p. 87

Modifier

spell attack +1

Category

bonus

Rakdos Riteknife

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

1

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.

For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.

The dagger has the following additional properties.

Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.

Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.

Proficiency: simple, dagger

Source: Guildmasters' Guide to Ravnica p. 180

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Ranseur Of Torture

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

18

Description

Forged of infernal iron and Hellfire through the help of Dispater, the Ranseur of Torture has been Belial's weapon of choice since he first became an archdevil. It is so directly tied to him that one of his worshipped symbols is a two-pronged fork. The weapon never leaves his side, and he is a master at wielding it.

The Ranseur of Torture is a magic pike. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 2d10 piercing damage instead of its regular damage. When you hit a good aligned creature with it, that creature takes an extra 1d10 necrotic damage.

Random Properties. The Ranseur of Torture has the following random properties:

• 1 minor beneficial property

• 1 major beneficial property

• 1 minor detrimental property

Wounding. Damage dealt by the Ranseur of Torture is particularly dangerous, as it can only be restored through magical means. Resting, food, and medicine won't restore hit points removed by the pike. If the damage goes untreated for 7 days, the missing hit points are permanently removed, and can be recovered only through casting a Regenerate or Wish spell on the victim.

Execution. If a creature with less than its full hit points is hit by this pike, the Ranseur of Torture deals 1d10 additional piercing damage. If a creature is killed by the pike, their soul is sent to Phlegethos and can be restored only through casting a Wish spell on the victim.

Staggered. Each time a creature takes damage from the Ranseur of Torture, they must make a Constitution save, with a DC equaling the damage they took. On a failed save, their movement speed is reduced by 5 feet until the end of their next turn. This penalty stacks, though movement speed can't be reduced below 0.

Interrupting. Spellcasters damaged by the Ranseur of Torture have disadvantage on Constitution checks made to maintain concentration until the damage is healed. If a creature is concentrating on a spell when damaged by the ranseur, their concentration is immediately ended.

Destroying the Ranseur. Only through the written consent of both Dispater and Belial can the Ranseur of Torture be destroyed. If either or both of the archdevils are dead, then the new archdevil to take their mantle must give permission in their stead. The two writs must be wrapped around each of the prongs of the weapon, then the weapon must be tossed into the Pit of Flame. If performed successfully, the Hellfire briefly burns a different hue.

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. 272

Damage

1d10

Damage Type

Piercing

Properties

M,H,R,2H

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Rapier

Type

Melee Weapon

Weight

2

Description

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

Proficiency: martial, rapier

Source: Player's Handbook p. 149

Value

25

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

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

Proficiency: martial, rapier

Source: Chains of Asmodeus p. 271

Damage

1d8

Damage Type

Piercing

Properties

M,F

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Rapier of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

F

Damage

1d8

Damage Type

Piercing

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Rapier of Life Stealing

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 206

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier Of Retribution

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You gain a +3 bonus to attack and damage rolls made with this sword. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Curse. You're unwilling to part with this weapon while attuned to it. While attuned to this weapon, you also have disadvantage on attack rolls made with weapons other than this one.

The vengeful spirit possessing the sword shares its history and lust for vengeance with the wielder. After each successful long rest, you experience nightmares of the spirit's past, culminating in its death. When you wake, you must make a DC 11 Constitution saving throw. On a failed save, you only gain the benefits of a short rest. Only the Remove Curse spell allows you to end attunement to this item.

Corrupting. This item corrupts. See the "Infernal Item Corruption" section.

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

Proficiency: martial, rapier

Source: Chains of Asmodeus p. 270

Damage

1d8

Damage Type

Piercing

Properties

M,F

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Rapier of the Medusa

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.

A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.

Proficiency: martial, rapier

Source: Lost Laboratory of Kwalish p. 53

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier of the Planes

Type

Melee Weapon

Magic

Yes

Weight

2

Details

legendary (requires attunement)

Description

You gain a +3 bonus to attack and damage rolls made with this magic sword.

This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.

You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.

Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.

Source: The Book of Many Things p. 68

Damage

1d8

Damage Type

Piercing

Properties

M, F

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Rapier of Throne's Command

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.

Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).

The weapon regains 1d4 expended charges daily at dawn.

Source: The Book of Many Things p. 39

Damage

1d8

Damage Type

Piercing

Properties

M, F

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Rapier of Vengeance

Type

Melee Weapon

Magic

Yes

Details

uncommon, cursed (requires attunement)

Weight

2

Description

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

Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

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.

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 213

Damage

1d8

Damage Type

Piercing

Properties

M,F

Rapier of Wounding

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

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

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 207

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

1d4

Rations (1 day)

Type

Adventuring Gear

Weight

2

Description

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Source: Player's Handbook p. 153

Value

0.5

Raven's Slumber

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

This black crystal pendant is a magical gateway to a small pocket dimension. You can use the pendant as an improvised weapon to make a melee or ranged weapon attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 Wisdom saving throw or be trapped within the crystal. A creature that wants to be trapped can intentionally fail this saving throw.

Only one creature at a time can be held in a raven's slumber. That creature is aware of the passage of time and can see the world outside of this talisman as if through a window. You can release a held creature to an unoccupied space within 5 feet of you as a bonus action.

If a companion creature granted to you by a class feature, or a beast that you've tamed as a companion, is reduced to 0 hit points while within 100 feet of you, it is immediately drawn into the pendant and stabilized. If the pendant already holds a creature, this effect fails.

Source: Tal'Dorei Campaign Setting: Reborn p. 197

Reaper's Scream

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

4

Description

The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.

You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage.

When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.

Invoking the Rune. As a bonus action, you can invoke the weapon's rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Proficiency: martial, morningstar

Source: Bigby Presents: Glory of the Giants p. 115

Damage

1d8

Damage Type

Necrotic

Properties

M

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Red Dragon Mask

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.

Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.

Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.

Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.

Source: Rise of Tiamat Online Supplement p. 4

Red Dragon Scale Mail

Type

Medium Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

45

Description

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 165

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

Reincarnation Dust

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.

Source: Explorer's Guide to Wildemount p. 268

Reliquary

Type

Adventuring Gear

Weight

2

Description

A holy symbol is a representation of a god or pantheon

A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Source: Player's Handbook p. 151

Value

5

Reveler's Concertina

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a bard)

Description

While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Rhodochrosite

Type

Treasure

Value

10

Description

opaque light pink

Source: Dungeon Master's Guide p. 134

Rhythm-Maker's Drum, +1

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a bard)

Description

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Rhythm-Maker's Drum, +2

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a bard)

Description

While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Rhythm-Maker's Drum, +3

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a bard)

Description

While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 134

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Riding Horse

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

75

Riding Saddle

Type

Adventuring Gear

Weight

25

Description

Source: Player's Handbook p. 157

Value

10

Ring Barding

Type

Adventuring Gear

Weight

80

Description

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

Ring barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook p. 157

Value

120

Ring Mail

Type

Heavy Armor

Weight

40

Description

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Source: Player's Handbook p. 145

Value

30

Armor Class

14

Stealth

YES

Ring Mail +1

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

40

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

14

Stealth

1

Ring Mail +2

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

40

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

14

Stealth

1