A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Items

2565 of 2565 entries · Showing 2101–2150

Skyblinder Staff

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

4

Description

You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.

If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.

Source: Guildmasters' Guide to Ravnica p. 181

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

spell attack +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Skysail

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

These bat-like wings were first used by the Air Ashari to soar through the sky. They are constructed of either leather and bone, or cloth and wood, and are set onto a sturdy wooden pole that helps their user remain stable during flight.

While these wings are open and you are riding the skysail, you can glide through the air. You have a flying speed of 60 feet, but you must descend at least 10 feet by the end of each of your turns and you can't gain altitude.

Additionally, while in contact with the skysail, you can use an action to cast the fly spell on yourself, with a duration of 1 minute and requiring no concentration. The spell ends if you lose physical contact with the skysail. Once this property is used, it can't be used again until the next dawn, or unless the skysail is immersed in powerful magic of elemental air. (This includes magic such as that found at the top of the Summit Peaks near the rift of air in Zephrah, or on the Elemental Plane of Air).

When the skysail is not in use, its wings can be retracted, and its pole can be used as a quarterstaff.

Source: Tal'Dorei Campaign Setting: Reborn p. 199

Skyship

Type

Adventuring Gear

Value

100000.0

Description

Luxurious passage through the clouds themselves-it's a romantic idea cultivated to appeal to the wealthiest citizens of Exandria. As an added bonus, skyship travel avoids the inherent dangers of a journey by land or sea, and is more readily available than teleportation magic. These beautiful airships range in size but generally are the same size as a merchant coaster. Skyships are held aloft and guided with the help of three or more enchanted crystals called brumestones, which are installed along the hull or topside of the ship. The enchantments required to produce and maintain these brumestones are closely guarded by the Alsfarin Union with in the distant city of Ank'Harel.While the Alsfarin Union occasionally sells skyships to foreign businesses, they retain absolute control over the maintenance of skyships in operation. Skyships are reserved for goods and individuals who want to circumvent the slow speed or danger of an ocean voyage and can afford the exorbitant cost of air travel. No commoner can afford to charter a skyship, and the lower classes of Exandria generally see air travel as just another way for the wealthy elite to lord their superiority over the poor. Others, however, see the majestic craft as aspirational and long to become rich enough to afford one, or skilled enough to pilot one. Port Damali is the only city in Wildemount with an open skyport. The others are in the cities of Ank'Harel, Vasselheim, Emon, and Whitestone. Few skyships in service will deviate from the dedicated shipping routes between these major cities.

Source: Explorer's Guide to Wildemount p. 72

Sled

Type

Adventuring Gear

Weight

300

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook p. 157

Value

20

Sledge Hammer

Type

Adventuring Gear

Weight

10

Description

Source: Player's Handbook p. 150

Value

2

Sleep Grenade

Type

Wondrous Item

Description

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.

Source: Quests from the Infinite Staircase p. 192

Sling

Type

Ranged Weapon

Description

Proficiency: simple, sling

Source: Player's Handbook p. 149

Value

0.1

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Sling +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

0

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.

Proficiency: simple, sling

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Sling +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

0

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.

Proficiency: simple, sling

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Sling +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

0

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.

Proficiency: simple, sling

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Sling Bullet of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.075

Description

A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the bullet the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Sling Bullets

Type

Ammunition

Weight

0.075

Description

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.

Source: Player's Handbook p. 150

Value

0.002

Sling Bullets +1

Type

Ammunition

Magic

Yes

Details

uncommon

Weight

0.075

Description

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Sling Bullets +2

Type

Ammunition

Magic

Yes

Details

rare

Weight

0.075

Description

You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Sling Bullets +3

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.075

Description

You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Sling Bullets of Althemone

Type

Ammunition

Magic

Yes

Details

rare (requires attunement)

Description

The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.

You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.

d4 — Bullet

1 — Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.

2 — Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage.

3 — Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn.

4 — Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.

Source: Mythic Odysseys of Theros p. 198

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Dice Rolls

1d4+4

2d8

1d8

1d10

Sling of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Properties

A

Damage

1d4

Damage Type

Bludgeoning

Range

30/120

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

Sling of Giant Felling

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Description

When you hit a Giant creature with a ranged attack roll using this magic sling, the creature must succeed on a DC 18 Constitution saving throw or have the prone condition.

Source: The Book of Many Things p. 68

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Sling of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

0

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.

Proficiency: simple, sling

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Slippers of Spider Climbing

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While you wear these light shoes, 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. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Source: Dungeon Master's Guide p. 200

Small gold bracelet

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Small gold idol

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Small gold statuette set with rubies

Type

Treasure

Value

7500

Description

Source: Dungeon Master's Guide p. 135

Small mirror set in a painted wooden frame

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Smith's Tools

Type

Adventuring Gear

Weight

8

Description

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

Components: Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Source: Player's Handbook p. 154

Value

20

Smokepowder

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting dispel magic on smokepowder renders it permanently inert.

Source: Waterdeep: Dragon Heist p.192

Smoldering Breastplate

Type

Medium Armor

Magic

Yes

Details

common

Weight

20

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

15

Smoldering Chain Mail

Type

Heavy Armor

Magic

Yes

Details

common

Weight

55

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

16

Strength

13

Stealth

1

Smoldering Chain Shirt

Type

Medium Armor

Magic

Yes

Details

common

Weight

20

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

14

Smoldering Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

common

Weight

40

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

16

Stealth

1

Smoldering Hide Armor

Type

Medium Armor

Magic

Yes

Details

common

Weight

12

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

13

Smoldering Leather Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

10

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

11

Smoldering Padded Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

8

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

11

Stealth

1

Smoldering Plate Armor

Type

Heavy Armor

Magic

Yes

Details

common

Weight

65

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

18

Strength

15

Stealth

1

Smoldering Ring Mail

Type

Heavy Armor

Magic

Yes

Details

common

Weight

40

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

14

Stealth

1

Smoldering Scale Mail

Type

Medium Armor

Magic

Yes

Details

common

Weight

45

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

15

Stealth

1

Smoldering Splint Armor

Type

Heavy Armor

Magic

Yes

Details

common

Weight

60

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

17

Strength

15

Stealth

1

Smoldering Studded Leather Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

13

Description

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Source: Xanathar's Guide to Everything p. 139

Armor Class

12

Snicker-Snack

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Non-evil Creature)

Weight

6

Description

You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage.

When you use this weapon to attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, it doesn't have or need a head, it has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

While attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.

Sentience. Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.

Snicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword's trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can't be restored in any other way.

Source: The Wild Beyond the Witchlight p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Snowshoes

Type

Adventuring Gear

Weight

4

Value

2

Description

Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.

Source: Icewind Dale: Rime of the Frostmaiden p. 20

Soap

Type

Adventuring Gear

Description

Source: Player's Handbook p. 150

Value

0.02

Soothsalts

Type

Potion

Value

150.0

Description

Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.

For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.

Source: Explorer's Guide to Wildemount p. 152

Dice Rolls

1d4

Soul Coin

Type

Wondrous Item

Details

uncommon

Magic

Yes

Description

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while an- other might be the victim of a night hag's curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

Drain Life. You siphon away some of the soul's essence and gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response. which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon (page 223) or an infernal war machine's furnace (page 217).

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling. and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

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

Sovereign Glue

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

Source: Dungeon Master's Guide p. 200

Space Galleon (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn't built to land on the ground (its keel would cause it to roll on its side). The ship's standard weaponry includes two forward-mounted ballistae and an aft-mounted mangonel.

Size: Large Vehicle (130 ft. by 30 ft.)

Armor Class: 15 (wood)

Hit Points: 400

Damage Threshold: 15

Speed: flying speed 35 ft. (4 mph)

Cost: 30000 gp

Keel/Beam: 130 ft. / 30 ft.

Crew: 20

Cargo: 20 tons

2 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.

Mangonel

Armor Class 15

Hit Points 100

Cost 100 gp (mangonel), -- gp (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 46

Spaceship Trinket

Type

Adventuring Gear

Description

The Spaceship Trinkets table below offers a selection of trinkets appropriate for adventures with sci-fi themes. The adventure includes encounters that ask you to roll on the table to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell.

d100 | Trinket

01–02 | Disembodied robot arm with a mind of its own

03–04 | Wearable blanket with sleeves and a hood

05–06 | Small, rectangular device that can record and play back audio of up to 1 minute in length

07–08 | Glow-in-the-dark ink pen

09–10 | Fashionable jumpsuit

11–12 | Compact scanner that reports whether an object is recyclable in a cheery tone

13–14 | Wristwatch programmed to beep at a specific time

15–16 | Handheld cylinder that produces a 15-foot cone of bright light for up to 1 hour every 24 hours

17–18 | Colorful toy ray gun with lights and sounds

19–20 | Bottle of fizzy, sweet-tasting liquid

21–22 | Map of an unexplored star system

23–24 | Motorized toothbrush that might have been used

25–26 | Tiny robot that shines boots and shoes

27–28 | Pressurized red canister with a flexible hose that, when squeezed as an action, sprays a 15-foot cone of foam. The foam extinguishes all nonmagical flames in the cone. The canister can perform this action only once.

29–30 | Loaf of space bread covered in blue-green mold

31–32 | Handheld screen that plays a children's story about a friendly, three-eyed frog named Swampy

33–34 | Compact device that displays the current weather

35–36 | Empty metal bottle that maintains the temperature of liquids stored in it for 1d4 hours

37–38 | Tiny disc that emits a high-pitched noise in the presence of smoke or mild cooking fumes

39–40 | Aerosolized can of metal polish

41–42 | Identification badge of a deceased crew member

43–44 | Depleted energy cell

45–46 | Pocket-sized instrument that clicks rapidly within 10 feet of radiation (see the "Spaceship Features" section later in this adventure)

47–48 | Vacuum-sealed package of shriveled frankfurters

49–50 | Tin hat that telepathically broadcasts the wearer's surface thoughts to creatures within 10 feet of it

51–52 | Chalky moon rock

53–54 | Collar that, when placed on a Medium or smaller Beast, translates its cries into Common

55–56 | Bottle of expired medicine for treating dizziness

57–58 | Tiny speaker that plays a catchy tune in an unknown language

59–60 | Handheld tool for removing bolts and screws

61–62 | Cautionary pamphlet about the dangers of space

63–64 | Miniature flying saucer

65–66 | Tiny, animatronic bunny that hops after the creature that activates it

67–68 | Stick of deodorant with a surprising scent

69–70 | Countertop appliance that can transform any fruit into a pulpy juice

71–72 | Glass pendant filled with stardust

73–74 | Pot containing an artificially dwarfed tree

75–76 | Otherworldly insect preserved in amber

77–78 | Syringe filled with a viscous, yellow serum

79–80 | Tiny brass orrery

81–82 | Log of passenger names

83–84 | Gas mask with a hole in it

85–86 | Small glass terrarium with an empty cocoon

87–88 | Dongle that never plugs in correctly on the first try

89–90 | Holster fashioned from an unknown reptile's hide

91–92 | Severed bundle of important-looking wires

93–94 | Prosthetic limb with magnetic attachments

95–96 | Set of polyhedral dice that buzz and flash when they land on their highest result

97–98 | Musical instrument that plays electronic tones

99–00 | Trading card of a beloved fictional hero from a far-off world

Source: Quests from the Infinite Staircase p. 193

Speaking Stone

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.

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

Spear

Type

Melee Weapon

Weight

3

Description

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: Player's Handbook p. 149

Value

1

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Spear +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

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

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: Dungeon Master's Guide p. 213

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Spear +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

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

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: Dungeon Master's Guide p. 213

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60