A reference for every adventure

Compendium

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

7 categories

Items

2565 of 2565 entries · Showing 2151–2200

Spear +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

3

Description

You have a +3 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 +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Spear Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

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.

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: Chains of Asmodeus p. 271

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Spear of Backbiting

Type

Melee Weapon

Magic

Yes

Details

very rare, cursed (requires attunement)

Weight

3

Description

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

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: Tales from the Yawning Portal p. 229

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

50/90

Spear of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

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

Spear of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

3

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.

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

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Spell Bottle

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.

When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.

While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.

If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.

Source: Explorer's Guide to Wildemount p. 269

Spell Gem, Amber

Type

Wondrous Item

Magic

Yes

Details

very rare (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Bloodstone

Type

Wondrous Item

Magic

Yes

Details

rare (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Diamond

Type

Wondrous Item

Magic

Yes

Details

legendary (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Jade

Type

Wondrous Item

Magic

Yes

Details

very rare (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Lapis Lazuli

Type

Wondrous Item

Magic

Yes

Details

uncommon (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Obsidian

Type

Wondrous Item

Magic

Yes

Details

uncommon (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

An obsidian spell gem can store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Quartz

Type

Wondrous Item

Magic

Yes

Details

rare (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Ruby

Type

Wondrous Item

Magic

Yes

Details

legendary (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Star Ruby

Type

Wondrous Item

Magic

Yes

Details

legendary (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Gem, Topaz

Type

Wondrous Item

Magic

Yes

Details

very rare (Attunement Optional)

Description

A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.

A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.

You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Deep gnomes created these magic gemstones and keep the creation process a secret.

Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95

Spell Scroll (1st Level)

Type

Scroll

Magic

Yes

Details

common

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 200

Dice Rolls

1d20+%0

1d20+5

Spell Scroll (2nd Level)

Type

Scroll

Magic

Yes

Details

uncommon

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 201

Dice Rolls

1d20+%0

1d20+5

Spell Scroll (3rd Level)

Type

Scroll

Magic

Yes

Details

uncommon

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 202

Dice Rolls

1d20+%0

1d20+7

Spell Scroll (4th Level)

Type

Scroll

Magic

Yes

Details

rare

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 203

Dice Rolls

1d20+%0

1d20+7

Spell Scroll (5th Level)

Type

Scroll

Magic

Yes

Details

rare

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 204

Dice Rolls

1d20+%0

1d20+9

Spell Scroll (6th Level)

Type

Scroll

Magic

Yes

Details

very rare

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16 On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 205

Dice Rolls

1d20+%0

1d20+9

Spell Scroll (7th Level)

Type

Scroll

Magic

Yes

Details

very rare

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 206

Dice Rolls

1d20+%0

1d20+10

Spell Scroll (8th Level)

Type

Scroll

Magic

Yes

Details

very rare

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 207

Dice Rolls

1d20+%0

1d20+10

Spell Scroll (9th Level)

Type

Scroll

Magic

Yes

Details

legendary

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.

A spell cast from this scroll has a save DC of 19 and an attack bonus of +11.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 208

Dice Rolls

1d20+%0

1d20+11

Spell Scroll (Cantrip)

Type

Scroll

Magic

Yes

Details

common

Description

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Source: Dungeon Master's Guide p. 199

Dice Rolls

1d20+%0

1d20+5

Spell Sink

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This device creates an antimagic field that covers a three-mile radius around the spell sink. The form that it takes will depend on the nature of its creator. The Ashbound druids despise unnatural magic, and if they create a spell sink it will be a living artifact — a twisted tree that consumes the mystical energies around it. Conversely, a mad artificer would create a massive vessel of dragonshards and exotic metals. It might be that the sole purpose of the device is to negate magic, or it could be that it is absorbing all magical energies in the area and storing that power for a cataclysmic effect!

Source: Wayfinder's Guide to Eberron Chapter 5

Spellbook

Type

Adventuring Gear

Weight

3

Description

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Source: Player's Handbook p. 153

Value

50

Spellguard Shield

Type

Shield

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you

Source: Dungeon Master's Guide p. 201

Armor Class

2

Spelljamming Helm

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a spellcaster)

Description

The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.

The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as painful.

While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):

• You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.

• You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.

• At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.

Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 23

Spellshard

Type

Wondrous Item

Magic

Yes

Details

common

Description

This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.

While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.

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

Spellwrought Tattoo

Type

Wondrous Item

Magic

Yes

Description

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.

Spell Level | Rarity | Spellcasting Ability Mod. | Save DC | Attack Bonus

Cantrip | Common | +3 | 13 | +5

1st | Common | +3 | 13 | +5

2nd | Uncommon | +3 | 13 | +5

3rd | Uncommon | +4 | 15 | +7

4th | Rare | +4 | 15 | +7

5th | Rare | +5 | 17 | +9

Source: Tasha's Cauldron of Everything p. 135

Sphere of Annihilation

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.

d100 | Result

01-50 | The sphere is destroyed.

51-85 | The sphere moves through the portal or into the extradimensional space.

86-00 | A spatial rift sends each creature and object with in 180 feet of the sphere, including the sphere, to a random plane of existence.

Source: Dungeon Master's Guide p. 201

Dice Rolls

4d10

Spider Staff

Type

Staff

Magic

Yes

Details

rare (requires attunement)

Weight

6

Description

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Proficiency: simple, quarterstaff

Source: Lost Mines of Phandelver p. 53

Dice Rolls

1d6+4

Spider Staff

Type

Melee Weapon

Magic

Yes

Weight

4

Details

rare (requires attunement by a bard, sorcerer, warlock, or wizard)

Description

The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15).

The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Source: Phandelver and Below: The Shattered Obelisk p. 220

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Spies' Murmur

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies' murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.

Source: Guildmasters' Guide to Ravnica p. 181

Spiked Armor

Type

Medium Armor

Weight

45

Description

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: Sword Coast Adventurer's Guide p. 121

Value

75

Armor Class

14

Stealth

YES

Spiked Armor of Fungal Spores

Type

Medium Armor

Magic

Yes

Weight

45

Details

uncommon

Description

While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: The Book of Many Things p. 65

Armor Class

14

Stealth

1

Spiked Armor of the Fallen

Type

Medium Armor

Magic

Yes

Weight

45

Details

uncommon (requires attunement)

Description

While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.

Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: The Book of Many Things p. 65

Armor Class

14

Stealth

1

Spiked Armor of Weightlessness

Type

Medium Armor

Magic

Yes

Weight

45

Details

uncommon (requires attunement)

Description

This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).

This armor regains 1d4 + 1 expended charges daily at dawn.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: The Book of Many Things p. 65

Armor Class

14

Stealth

1

Spindle of Fate

Type

Wand

Magic

Yes

Details

legendary (requires attunement)

Description

This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:

Battle Foreknowledge. When you roll initiative, you can expend 1 charge to add or subtract your proficiency bonus from the total roll.

Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature's doom. While the target is on the same plane of existence as you, you can sense the direction to its location, and you know the direction of its movement if it's in motion. Additionally, once per turn when you deal damage to the doomed creature, you can roll 1d6 and add the number rolled to the damage roll. These benefits persist for 1 hour or until you target another creature with this effect.

Twist of Fate. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving throw into a successful one, a missed attack roll into a hit, or vice versa.

The wand regains 1d6 expended charges daily at dawn.

Source: The Book of Many Things p. 38

Spinel

Type

Treasure

Value

100

Description

transparent red, red-brown, or deep green

Source: Dungeon Master's Guide p. 134

Spire of Conflux

Type

Staff

Magic

Yes

Details

legendary (requires attunement by a spellcaster)

Description

A powerful relic passed down from generation to generation of Ashari leaders, the Spire of Conflux was lost over three centuries ago when Joran the Sea-Speaker, a respected leader of the Water Ashari, was devoured by a demon of the Abyss. It was rediscovered by the legendary druid Keyleth of Zephrah, Voice of the Tempest. However, rumors swirl that she is seeking another hero to wield it—one who can travel the land and do good in small ways as she once did.

Dormant

While the Spire of Conflux is in a dormant state, the staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge) or fireball (3 charges).

Additionally, while holding this staff, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1.

Awakened

When the Spire of Conflux reaches an awakened state, you gain the following benefits:

• The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn.

• You can also spend charges to cast the following spells from the staff: conjure elemental (5 charges)or ice storm (4 charges).

• When you cast a spell that deals bludgeoning, cold,fire, lightning, or thunder damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll.

Exalted

When the Spire of Conflux reaches an exalted state, you gain the following benefits:

• The staff has 20 charges, and it regains 1d6 + 4 expended charges daily at dawn.

• You can also spend charges to cast the following spells from the staff: chain lightning (6 charges) or fire storm (7 charges)

• The bonus to spell attack rolls and your spell save DC increases to +2.

Source: Tal'Dorei Campaign Setting: Reborn p. 209

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Splint Armor

Type

Heavy Armor

Weight

60

Description

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Source: Player's Handbook p. 145

Value

200

Armor Class

17

Strength

15

Stealth

YES

Splint Armor +1

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

60

Description

You have a +1 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +1

Category

bonus

Armor Class

17

Strength

15

Stealth

1

Splint Armor +2

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

60

Description

You have a +2 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

17

Strength

15

Stealth

1

Splint Armor +3

Type

Heavy Armor

Magic

Yes

Details

legendary

Weight

60

Description

You have a +3 bonus to AC while wearing this armor.

Source: Dungeon Master's Guide p. 152

Modifier

ac +3

Category

bonus

Armor Class

17

Strength

15

Stealth

1

Splint Armor of Acid Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

60

Description

You have resistance to acid damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

17

Strength

15

Stealth

1

Splint Armor of Cold Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

60

Description

You have resistance to cold damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

17

Strength

15

Stealth

1

Splint Armor of Fire Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

60

Description

You have resistance to fire damage while you wear this armor.

Source: Dungeon Master's Guide p. 152

Armor Class

17

Strength

15

Stealth

1