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7 categories

Items

2565 of 2565 entries · Showing 2001–2050

Scourge Of Shadow

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Description

Said to be a gift to Glasya from Asmodeus, the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-in-destructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow.

The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does 3d4 slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra 4d4 necrotic damage.

Whenever an unattuned creature attacks with the weapon, it deals 2d4 necrotic damage, ignoring resistances and immunities, to them, but otherwise functions normally.

Random Properties. The Scourge of Shadow has the following random properties:

• 2 minor beneficial properties

• 1 major beneficial property

• 2 minor detrimental properties

• 1 major detrimental property

Keen. The whip scores a critical on a roll of 18, 19, or 20. When it scores a critical, its damage dice are upgraded to 3d6 instead of 3d4 for the duration of the attack. If attacking a good aligned creature, or attacking with the weapon unattuned, the necrotic damage dice are also increased to a d6 instead of a d4.

Fast Reflexes. While attuned to the Scourge of Shadow, you gain advantage on initiative rolls, and you add your Charisma and Dexterity modifiers to the roll. You may use either your Strength, Dexterity, or Charisma modifier for the attack and damage rolls (the same modifier must be used for both attack and damage).

Veil of Shadow. You're protected by a field of shadow that makes you resistant to radiant and necrotic damage. While in dim light or darkness you gain blindsight out to 60 feet and Dexterity (Stealth) checks are made with advantage.

Destroying the Scourge. Though the process is known only to Glasya and Asmodeus, the Scourge of Shadow can be destroyed. It must be taken to the Pit of Fire in Phlegethos. The scourge, along with the body of an archdevil, must be thrown into the Hellfire together. As they hit the flames, a spell of Darkness must be cast at 9th level on the scourge. If each part of the ritual is performed correctly, the whip disintegrates within the Hellfire.

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.

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.

Proficiency: martial, whip

Source: Chains of Asmodeus p. 275

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Scribe's Pen

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement by a creature with the Mark of Scribing)

Description

You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.

Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.

If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.

Source: Eberron: Rising from the Last War p. 278

Scroll of Protection from Aberrations

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Beasts

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Celestials

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Elementals

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Fey

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Fiends

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Plants

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Protection from Undead

Type

Scroll

Magic

Yes

Details

rare

Description

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: Dungeon Master's Guide p. 199

Scroll of Tarrasque Summoning

Type

Scroll

Magic

Yes

Details

legendary

Description

Using an action to read the scroll causes the tarrasque (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.

Source: Icewind Dale: Rime of the Frostmaiden p. 315

Scroll of the Comet

Type

Scroll

Magic

Yes

Details

legendary

Description

By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.

The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held.

Source: Icewind Dale: Rime of the Frostmaiden p. 315

Sealing Wax

Type

Adventuring Gear

Description

Source: Player's Handbook p. 150

Value

0.5

Seeker Dart

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

0.25

Description

This small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.

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.

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, dart

Source: Princes of the Apocalypse p. 223

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Dice Rolls

3d4

Sekolahian Worshiping Statuette

Type

Wondrous Item

Magic

Yes

Details

common

Description

skilfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.

Source: Ghosts of Saltmarsh p. 229

Sending Stone (AI)

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.

Making contact with another secretarian assumes that they are in possession of their own sending stone.

Quirks of Your Sending Stone

d8 | quirk

1 | It's a flip stone.

2 | It gets great reception everywhere except in your headquarters.

3 | It sometimes picks up other magical conversations.

4 | It's the perfect size, shape, and weight to be used as a skipping stone.

5 | It heats up when you use it, to the extent that it once burned through your gloves.

6 | It has an obnoxious ringtone that you can't work out how to change.

7 | It fails to notify you of incoming messages except for a faint pulsating glow.

8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else.

Rumor Mill. Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts.

Improved Rumor Mill. At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.

Source: Acquisitions Incorporated p. 33

Sending Stones

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Source: Dungeon Master's Guide p. 199

Sensory Stone

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This small, smooth stone contains the essence of a single experience.

As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.

Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone.

Siphon Sensation. As a bonus action, you can draw on the stone's magic to end the charmed or frightened condition on yourself, destroying the stone in the process.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 13

Sentinel Shield

Type

Shield

Magic

Yes

Details

uncommon

Weight

6

Description

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Source: Dungeon Master's Guide p. 199

Armor Class

2

Serpent Scale Armor

Type

Light Armor

Magic

Yes

Details

uncommon

Weight

45

Description

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Source: Candlekeep Mysteries p. 98

Armor Class

14

Serpent's Fang

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

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: Candlekeep Mysteries p. 98

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Services, Coach Cab, between towns, per mile

Type

Adventuring Gear

Description

Source: Player's Handbook p. 159

Value

0.03

Services, Coach Cab, within city, per mile

Type

Adventuring Gear

Description

Source: Player's Handbook p. 159

Value

0.01

Services, Hireling, Skilled, per day

Type

Adventuring Gear

Description

Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay

Source: Player's Handbook p. 159

Value

2

Services, Hireling, Untrained, per day

Type

Adventuring Gear

Description

Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Source: Player's Handbook p. 159

Value

0.2

Services, Messenger, per mile

Type

Adventuring Gear

Description

Source: Player's Handbook p. 159

Value

0.02

Services, Road or Gate Toll

Type

Adventuring Gear

Description

Source: Player's Handbook p. 159

Value

0.01

Services, Ship's Passage, per mile

Type

Adventuring Gear

Description

Source: Player's Handbook p. 159

Value

0.1

Shadowfell Brand Tattoo

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Produced by a special needle, this magic tattoo is dark in color and abstract.

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.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Source: Tasha's Cauldron of Everything p. 134

Shadowfell Shard

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a sorcerer)

Description

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.

Source: Tasha's Cauldron of Everything p. 135

Shard of the Ise Rune

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.

Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.

Frost Friend: You have resistance to fire damage.

Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.

Winter's Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.

Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:

Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.

Boots: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.

Source: Storm King's Thunder p. 238

Shard of Xeluan

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.

d6 | Misfortune

1 | You accidentally cut yourself with the shard and are poisoned until the next dawn.

2 | You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.

3 | For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked prone.

4 | The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target.

5 | Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.

6 | Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.

Source: Keys from the Golden Vault p. 134

Shard Solitaire

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table.

Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.

When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport.

Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16).

Shard | Solitaire Spells

All | Banishment (3 charges; the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge)

Black sapphire | Blight (3 charges), finger of death (6 charges)

Diamond | Ice storm (3 charges), simulacrum (6 charges; the duplicate created by the spell has the same number of hit points as the creature it imitates)

Jacinth | Fireball (2 charges), fire storm (6 charges)

Rainbow pearl | Prismatic spray (6 charges), water breathing (2 charges)

Ruby | Fly (2 charges), teleport (6 charges)

Source: Keys from the Golden Vault p. 193

Shatterspike

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

Description

You have a +1 bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the 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: martial, longsword

Source: Tales from the Yawning Portal p. 229

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Shavaran Birch 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 Shavaran birch rod provides a +1 bonus when you roll damage for a spell that inflicts force damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Shavaran Birch 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 Shavaran birch staff provides a +1 bonus when you roll damage for a spell that inflicts force 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

Shavaran Birch 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 Shavaran birch wand provides a +1 bonus when you roll damage for a spell that inflicts force damage.

Source: Wayfinder's Guide to Eberron Chapter 5

Shavaran Chert 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 force damage, reduce it by 1d4.

Source: Wayfinder's Guide to Eberron Chapter 5

Dice Rolls

1d4

Shawm

Type

Adventuring Gear

Weight

1

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

2

Shield

Type

Shield

Weight

6

Description

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Source: Player's Handbook p. 144

Value

10

Armor Class

2

Shield +1

Type

Shield

Magic

Yes

Details

uncommon

Weight

6

Description

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Source: Dungeon Master's Guide p. 200

Modifier

ac +1

Category

bonus

Armor Class

2

Shield +2

Type

Shield

Magic

Yes

Details

rare

Weight

6

Description

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Source: Dungeon Master's Guide p. 200

Modifier

ac +2

Category

bonus

Armor Class

2

Shield +3

Type

Shield

Magic

Yes

Details

very rare

Weight

6

Description

While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Source: Dungeon Master's Guide p. 200

Modifier

ac +3

Category

bonus

Armor Class

2

Shield of Expression

Type

Shield

Magic

Yes

Details

common

Weight

6

Description

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.

Source: Xanathar's Guide to Everything p. 139

Armor Class

2

Shield of Far Sight

Type

Shield

Magic

Yes

Details

rare

Weight

6

Description

A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.

If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.

Source: Volo's Guide to Monsters p. 81

Armor Class

2

Shield of Missile Attraction

Type

Shield

Magic

Yes

Details

rare, cursed (requires attunement)

Weight

6

Description

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Source: Dungeon Master's Guide p. 200

Armor Class

2

Shield Of The Blazing Dreadnought

Type

Shield

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.

You can use a bonus action to activate the shield, causing glowing lava to flow through the shield's grooves for 1 minute. While the shield is active, you gain the following benefits:

Blazing Soul. You have immunity to fire damage.

Cleansing Fire. As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.

Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.

Once the shield has been activated, it can't be activated again until the next dawn.

Source: Bigby Presents: Glory of the Giants p. 116

Armor Class

2

Shield of the Hidden Lord

Type

Shield

Details

legendary (requires attunement)

Magic

Yes

Armor Class

2

Description

The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.

While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.

Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:

• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.

• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.

• The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.

• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn.

Gargauth's Personality. Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.

While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.

Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there.

Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.

Source: Baldur's Gate: Descent into Avernus p. 225

Modifier

ac +2

Category

bonus

Shield of the Tortoise

Type

Shield

Magic

Yes

Weight

6

Details

uncommon (requires attunement)

Description

While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You can't change your initiative by any means.

Source: The Book of Many Things p. 67

Armor Class

2

Modifier

ac +1

Category

bonus

Shield of the Uven Rune

Type

Shield

Magic

Yes

Weight

6

Details

very rare (requires attunement)

Description

This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven ("enemy" in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

Winter's Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

Source: Waterdeep: Dungeon of the Mad Mage p. 299

Armor Class

2