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7 categories

Items

2565 of 2565 entries · Showing 151–200

Battleaxe 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: martial, battleaxe

Source: Dungeon Master's Guide p. 213

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Bead of Force

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

0.0625

Description

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Source: Dungeon Master's Guide p. 154

Dice Rolls

5d4

Bead of Nourishment

Type

Wondrous Item

Magic

Yes

Details

common

Description

This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.

Source: Xanathar's Guide to Everything p. 136

Bead of Refreshment

Type

Wondrous Item

Magic

Yes

Details

common

Description

This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Source: Xanathar's Guide to Everything p. 136

Bedroll

Type

Adventuring Gear

Weight

7

Description

Source: Player's Handbook p. 150

Value

1

Bejeweled ivory drinking horn with gold filigree

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Belashyrra's Beholder Crown

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.

While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Spells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).

The crown regains 1d6 + 3 expended charges daily at dawn.

Symbiotic Nature. The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.

The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.

Source: Eberron: Rising from the Last War p. 276

Bell

Type

Adventuring Gear

Description

Source: Player's Handbook p. 150

Value

1

Bell Branch

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a druid or warlock)

Description

This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.

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

• As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.

• As an action, you can expend 1 charge to cast protection from evil and good.

Source: Tasha's Cauldron of Everything p. 122

Dice Rolls

1d3

Belt of Cloud Giant Strength

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than 27.

Source: Dungeon Master's Guide p. 155

Belt of Dwarvenkind

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.

• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on saving throws against poison, and you have resistance against poison damage.

• You have darkvision out to a range of 60 feet.

• You can speak, read, and write Dwarvish.

Source: Dungeon Master's Guide p. 155

Modifier

constitution +2

Category

ability score

Belt of Fire Giant Strength

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.

Source: Dungeon Master's Guide p. 155

Belt of Frost Giant Strength

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Source: Dungeon Master's Guide p. 155

Belt of Hill Giant Strength

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Source: Dungeon Master's Guide p. 155

Belt of Stone Giant Strength

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Source: Dungeon Master's Guide p. 155

Belt of Storm Giant Strength

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.

Source: Dungeon Master's Guide p. 155

Berserker Battleaxe

Type

Melee Weapon

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

4

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, battleaxe

Source: Dungeon Master's Guide p. 155

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Berserker Greataxe

Type

Melee Weapon

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

7

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

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

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

Proficiency: martial, greataxe

Source: Dungeon Master's Guide p. 155

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Berserker Handaxe

Type

Melee Weapon

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

2

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

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

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 155

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Bigby's Beneficent Bracelet

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.

Random Properties. The bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:

• 1 minor beneficial property

• 1 major beneficial property

• 1 minor detrimental property

Dexterous Fingers. While wearing the bracelet, you can cast mage hand.

Force Sculpture. By focusing and channeling the bracelet's magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it's copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object.

The copy is immune to all damage and can't be dispelled, but a disintegrate spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action.

The bracelet can create up to three copies and regains all expended uses at dawn.

Helpful Hand. As an action, you can use the bracelet to cast Bigby's hand as a 9th-level spell (spell attack bonus +13). When you cast the spell this way, the spell doesn't require concentration. Once this property is used, it can't be used again until the next dawn.

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

Bit and Bridle

Type

Adventuring Gear

Weight

1

Description

Source: Player's Handbook p. 157

Value

2

Black Crystal Tablet

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a creature that has proficiency in the Arcana skill)

Description

Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).

As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.

Source: Waterdeep: Dungeon of the Mad Mage p. 284

Black Dragon Mask

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This horned mask of glossy ebony has horns and a skull-like mien. 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 damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.

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 with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.

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

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

Water Breathing: You can breathe underwater.

Source: Hoard of the Dragon Queen p. 94

Black 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 acid damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black 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

Black Ghost Orchid Seed

Type

Adventuring Gear

Description

Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign death. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell.

Source: Journeys through the Radiant Citadel p. 212

Black opal

Type

Treasure

Value

1000

Description

translucent dark green with black mottling and golden flecks

Source: Dungeon Master's Guide p. 134

Black pearl

Type

Treasure

Value

500

Description

opaque pure black

Source: Dungeon Master's Guide p. 134

Black Sap

Type

Potion

Value

300.0

Description

This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.

For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.

Source: Explorer's Guide to Wildemount p. 152

Dice Rolls

1d6

2d4

Black sapphire

Type

Treasure

Value

5000

Description

translucent lustrous black with glowing highlights

Source: Dungeon Master's Guide p. 134

Black velvet mask stitched with silver thread

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Blackrazor

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement by a creature of non-lawful alignment)

Weight

6

Description

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll. saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.

Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

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

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

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 216

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Blackstaff

Type

Staff

Magic

Yes

Details

legendary (requires attunement by the Blackstaff heir, who must be a wizard)

Weight

4

Description

The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below).

The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master's Guide) in addition to the following properties.

Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken.

Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.

Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.

Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.

Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.

Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.

In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach.

Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)

Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.

Proficiency: simple, quarterstaff

Source: Waterdeep: Dragon Heist p. 190

Modifier

ac +2

Category

bonus

saving throws +2

Category

bonus

spell attack +2

Category

bonus

Dice Rolls

2d8+4

1d6

Blade of Broken Mirrors

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement by a humanoid)

Weight

1

Value

2.0

Properties

F,L,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.

Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.

Dormant: The dagger grants the following benefits in its dormant state:

• You can speak, read, and write Abyssal.

• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.

• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die.

When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.

Awakened: When the dagger reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2.

• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.

Exalted: When the dagger reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.

• The saving throw DC for spells cast from the dagger increases to 17.

• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.

Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Source: Explorer's Guide to Wildemount p. 275

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Blanket

Type

Adventuring Gear

Weight

3

Description

Source: Player's Handbook p. 150

Value

0.5

Blast Scepter

Type

Rod

Magic

Yes

Details

very rare (requires attunement)

Description

The Blast Scepter can be used as an arcane focus.

Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.

Source: Waterdeep: Dungeon of the Mad Mage p. 310

Blasted Goggles

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

These tinker's goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.

Cursed. The goggles are cursed, and becoming attuned to them extends the curse to you. You can't remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.

Whenever you use the goggles' fiery beam and the target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent Vision and Light. As a result, you have the blinded condition for 24 hours.

Source: The Book of Many Things p. 174

Blasting Powder

Type

Adventuring Gear

Description

This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).

Source: Explorer's Guide to Wildemount p. 225

Dice Rolls

3d6

1d6

10d6

Blight Ichor

Type

Potion

Value

200.0

Description

This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.

Source: Explorer's Guide to Wildemount p. 152

Dice Rolls

1d6

Block and Tackle

Type

Adventuring Gear

Weight

5

Description

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Source: Player's Handbook p. 151

Value

1

Blod Stone

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.

This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.

Source: Storm King's Thunder p. 235

Blood Fury Tattoo

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Source: Tasha's Cauldron of Everything p. 122

Dice Rolls

4d6

Blood of the Lycanthrope Antidote

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect.

Source: Infernal Machine Rebuild p. 94

Blood Spear

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

Description

Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.

When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, spear

Source: Curse of Strahd p. 221

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Bloodaxe

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

7

Value

30.0

Properties

H,2H

Damage

1d12

Damage Type

Slashing

Description

You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.

This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Dice Rolls

1d6

Bloodrage Greataxe

Type

Melee Weapon

Magic

Yes

Weight

7

Details

uncommon

Description

You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.

Source: The Book of Many Things p. 66

Damage

1d12

Damage Type

Slashing

Properties

M, H, 2H

Bloodseeker Arrow

Type

Ammunition

Magic

Yes

Weight

0.05

Details

very rare

Description

Ranged attack rolls made with this ammunition have advantage against any creature doesn't have all its hit points.

Source: The Book of Many Things p. 66

Bloodseeker Crossbow Bolt

Type

Ammunition

Magic

Yes

Weight

0.075

Details

very rare

Description

Ranged attack rolls made with this ammunition have advantage against any creature doesn't have all its hit points.

Source: The Book of Many Things p. 66

Bloodshed Greatsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

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

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, greatsword

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

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Bloodshed Longsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

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

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

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

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Bloodshed Rapier

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

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

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

Proficiency: martial, rapier

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

Damage

1d8

Damage Type

Piercing

Properties

M,F