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7 categories

Items

2565 of 2565 entries · Showing 2051–2100

Shiftweave

Type

Wondrous Item

Magic

Yes

Details

common

Description

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.

Source: Eberron: Rising from the Last War p. 279

Shortbow

Type

Ranged Weapon

Weight

2

Description

Proficiency: simple, shortbow

Source: Player's Handbook p. 149

Value

25

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Shortbow +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

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

Proficiency: simple, shortbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Shortbow +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

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

Proficiency: simple, shortbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Shortbow +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

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

Proficiency: simple, shortbow

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Shortbow of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Properties

A,2H

Damage

1d6

Damage Type

Piercing

Range

80/320

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

Shortbow of Conflagration

Type

Ranged Weapon

Magic

Yes

Weight

2

Details

rare (requires attunement)

Description

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Source: The Book of Many Things p. 66

Damage

1d6

Damage Type

Piercing

Properties

A, 2H

Range

80/320

Shortbow of Melodies

Type

Ranged Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you're proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Source: The Book of Many Things p. 66

Damage

1d6

Damage Type

Piercing

Properties

A, 2H

Range

80/320

Shortbow of Warning

Type

Ranged 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.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

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

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

Proficiency: simple, shortbow

Source: Dungeon Master's Guide p. 213

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Shortsword

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.

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

Proficiency: martial, shortsword

Source: Player's Handbook p. 149

Value

10

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword +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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword +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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword +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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Chains of Asmodeus p. 271

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Shortsword of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

F,L

Damage

1d6

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

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 206

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Chains of Asmodeus p. 270

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Shortsword 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, shortsword

Source: Lost Laboratory of Kwalish p. 53

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword 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

1d6

Damage Type

Piercing

Properties

M, F, L

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Shortsword 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

1d6

Damage Type

Piercing

Properties

M, F, L

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 213

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Shortsword 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.

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

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 207

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

1d4

Shovel

Type

Adventuring Gear

Weight

5

Description

Source: Player's Handbook p. 150

Value

2

Shrieking Greaves

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.

The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1 charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.

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

You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one.

Source: The Book of Many Things p. 174

Shrike Ship (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A shrike ship's legs enable it to land safely on the ground. The ship can float but isn't built for traveling on water and sinks quickly in rough seas.

Standard weaponry on a shrike ship includes three ballistae—one on the forecastle, one in the middle of the top deck, and one on the sterncastle. In a desperate situation, the ship's reinforced bow can be used as a piercing ram.

Size: Large Vehicle (100 ft. by 20 ft.)

Armor Class: 15 (wood)

Hit Points: 250

Damage Threshold: 15

Speed: flying speed 70 ft. (8 mph)

Cost: 20000 gp

Keel/Beam: 100 ft. / 20 ft.

Crew: 11

Cargo: 20 tons

3 Ballista (3 Crew Each)

Armor Class 15

Hit Points 50 each

Cost 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Piercing Ram

Hit Points --

Cost -- gp (included in ship cost)

The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see "Crashing" in chapter 2 of Astral Adventurer's Guide).

Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage. The shrike ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the shrike ship's path, and the shrike ship can continue moving if it has any movement left.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 44

Siberys Dragonshard

Type

Wondrous Item

Magic

Yes

Description

Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant shard fields in the continent of Xen’drik, and this is a potential source of great wealth for explorers. Siberys dragonshards are amber in color, with swirling golding veins gleaming within.

Siberys dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts.

Source: Wayfinder's Guide to Eberron Chapter 5

Sickle

Type

Melee Weapon

Weight

2

Description

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

Proficiency: simple, sickle

Source: Player's Handbook p. 149

Value

1

Damage

1d4

Damage Type

Slashing

Properties

L

Sickle +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.

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

Proficiency: simple, sickle

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Sickle +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.

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

Proficiency: simple, sickle

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Sickle +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.

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

Proficiency: simple, sickle

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d4

Damage Type

Slashing

Properties

L

Sickle 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.

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

Proficiency: simple, sickle

Source: Chains of Asmodeus p. 271

Damage

1d4

Damage Type

Slashing

Properties

L

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Sickle of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

L

Damage

1d4

Damage Type

Slashing

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

Sickle 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.

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

Proficiency: simple, sickle

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Slashing

Properties

L

Signal Whistle

Type

Adventuring Gear

Description

Source: Player's Handbook p. 150

Value

0.05

Signet Ring

Type

Adventuring Gear

Description

Source: Player's Handbook p. 150

Value

5

Silk robe with gold embroidery

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Silk Rope (50 feet)

Type

Adventuring Gear

Weight

5

Description

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Source: Player's Handbook p. 153

Value

10

Silken Spite

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

2

Value

25.0

Properties

F

Damage

1d8

Damage Type

Piercing

Description

The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.

Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. 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, Common, Elvish, and Undercommon.

Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.

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

• You can speak, read, and write Abyssal, Elvish, and Undercommon.

• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.

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

• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.

• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

Awakened: The rapier grants the following benefits in its awakened state:

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

• The saving throw DC for the weapon's poison increases to 15.

• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.

Exalted: The rapier grants the following benefits in its exalted state:

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

• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.

• Magical darkness doesn't impede your darkvision.

• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.

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. 277

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Silver (sp)

Type

Treasure

Weight

0.02

Description

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

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

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

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

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

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

Source: Player's Handbook p. 143

Silver and gold brooch

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Silver chalice set with moonstones

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Silver 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 cold damage.

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

Silver ewer

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Silver necklace with a gemstone pendant

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Silver-plated steel longsword with jet set in hilt

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Silverquill Primer

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a spellcaster)

Value

300

Description

The Silverquill Primer is a magic textbook created at Strixhaven's Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma (Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric 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

Siren Song Lyre

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13.

Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.

Source: Mythic Odysseys of Theros p. 198

Skull Helm

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While wearing this skull-shaped helm, you have resistance to cold, poison, and necrotic damage.

Additionally, while wearing the helm, you can cast Spirit of Death from it without requiring material components. Once you use the helm to cast the spell, the helm can't cast this spell again until the next dawn.

Source: The Book of Many Things p. 38

Skull Of Selfish Knowledge

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

You may use an action to make the magical skull devour a nonmagical book, map, or scroll. Once devoured the learning is forever available to you, but you can never write the information down or communicate it to others. It is for you alone.

Source: Chains of Asmodeus p. 269