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7 categories

Items

2565 of 2565 entries · Showing 2251–2300

Statuette of Augury

Type

Wondrous Item

Magic

Yes

Details

unknown (magic)

Description

This gold statuette of an elf is worth 100 gp, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the creature had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.

Source: Phandelver and Below: The Shattered Obelisk p. 62

Steel

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement by a Good-aligned Creature)

Weight

3

Description

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

Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.

Source: The Wild Beyond the Witchlight p. 214

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Steel Mirror

Type

Adventuring Gear

Weight

0.5

Description

Source: Player's Handbook p. 150

Value

5

Stone of Controlling Earth Elementals

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

5

Description

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.

Source: Dungeon Master's Guide p. 205

Stone of Golorr

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.

Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

• 1 minor beneficial property

• 1 minor detrimental property

Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.

By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.

The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.

Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically.

Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence or 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. Io addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.

The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see " Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.

Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see.

Source: Waterdeep: Dragon Heist p. 192

Stone of Good Luck

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Source: Dungeon Master's Guide p. 205

Modifier

saving throws +1

Category

bonus

initiative +1

Category

bonus

acrobatics +1

Category

skill

animal handling +1

Category

skill

arcana +1

Category

skill

athletics +1

Category

skill

deception +1

Category

skill

history +1

Category

skill

insight +1

Category

skill

intimidation +1

Category

skill

investigation +1

Category

skill

medicine +1

Category

skill

nature +1

Category

skill

perception +1

Category

skill

performance +1

Category

skill

persuasion +1

Category

skill

religion +1

Category

skill

sleight of hand +1

Category

skill

stealth +1

Category

skill

survival +1

Category

skill

Stone of Ill Luck

Type

Wondrous Item

Magic

Yes

Details

uncommon, cursed (requires attunement)

Description

This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person.

Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

Source: Tales from the Yawning Portal p. 229

Stonebreaker's Breastplate

Type

Medium Armor

Magic

Yes

Details

legendary (requires attunement)

Weight

20

Description

This breastplate is made from marbled granite, though it feels no heavier than a typical metal breastplate. Its chest is emblazoned with the stone rune.

While wearing this breastplate, you have resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone.

Invoking the Rune. As an action, you can invoke the breastplate's rune to cast the wall of stone spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain concentration on the spell.

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

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

Armor Class

14

Stonemaker War Pick

Type

Melee Weapon

Magic

Yes

Weight

2

Details

very rare (requires attunement)

Description

You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:

Meld into Stone. You can cast the Meld into Stone spell from this war pick. Once this property is used, it can't be used again until the next dawn.

Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.

Source: The Book of Many Things p. 68

Damage

1d8

Damage Type

Piercing

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Stonespeaker Crystal

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6+4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.

Source: Out of the Abyss p. 223

Dice Rolls

1d6+4

Stonky's Ring

Type

Ring

Magic

Yes

Details

(requires attunement)

Description

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Any character who attunes to the ring gains control of Stonky's creations, though the skitterwidgets ignore commands spoken more than 30 feet away from them.

Source: Candlekeep Mysteries p. 132

Storm Boomerang

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Description

This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.

Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.

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, javelin

Source: Princes of the Apocalypse p. 223

Damage

1d4

Damage Type

Bludgeoning

Range

60/120

Dice Rolls

3d4

Storm Spire

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This eldritch machine is a form of dragonmark focus item; you must have the Greater Mark of Storms to attune to this device. Storm spires allow House Lyrandar to influence the weather, which can be a boon for the local population or a curse if the Lyrandar baron chooses to demand payment for desired conditions. You gain the following benefits while you are attuned to a storm spire.

•You can sense weather patterns within a 100-mile radius of the spire and accurately predict the weather for up to 24 hours.

•While you are within 60 feet of the spire, you can use an action to cast any of the following spells: call lightning, gust of wind. You cast these as 5th level spells, and Intelligence is your spellcasting ability.

•While you are within 5 feet of the spire, you can cast control weather as a ten-minute ritual. This allows you to pick a point within 100 miles of the spire and influence the weather within a 10-mile radius of that point. Maintaining this effect requires concentration.

•You can also use an action to influence the weather within a ten-mile radius of the spire itself; you don’t have to use concentration to maintain this effect, and you can sustain this at the same time that you’re manipulating distant weather.

Source: Wayfinder's Guide to Eberron Chapter 5

Stormgirdle

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.

Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:

• You have immunity to lightning damage and thunder damage.

• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.

• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.

Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits:

• Your Strength score becomes 23 if it isn't already 23 or higher.

• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).

• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.

Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits:

• Your Strength score becomes 25 if it isn't already 25 or higher.

• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).

• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn.

Source: Explorer's Guide to Wildemount p. 273

Dice Rolls

3d6

4d6

5d6

Stormrider Boots

Type

Wondrous Item

Magic

Yes

Details

rare

Description

These dark leather boots look to be of common make, but a subtle pattern of swirling storm clouds upon their soles suggests the potency of their enchantment. You can activate these boots as part of your movement, gaining the following benefits until the end of your turn:

• You have a flying speed of 90 feet.

• Opportunity attacks against you are made withdisadvantage.

• Whenever you move within 5 feet of a hostile creature, it must succeed on a DC 15 Dexterity saving throw or take 3d8 lightning damage. A creature can't be damaged in this way more than once per turn.

Once this property is used, it can't be used againuntil the next dawn.

Source: Tal'Dorei Campaign Setting: Reborn p. 197

Strixhaven Pennant

Type

Wondrous Item

Magic

Yes

Details

common

Value

100

Description

This magic pennant bears the symbol of Strixhaven or one of its colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot-radius and dim light for an additional 10 feet.

Source: Strixhaven: A Curriculum of Chaos p. 39

Studded Leather Armor

Type

Light Armor

Weight

13

Description

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Source: Player's Handbook p. 144

Value

45

Armor Class

12

Studded Leather Armor +1

Type

Light Armor

Magic

Yes

Details

rare

Weight

13

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

12

Studded Leather Armor +2

Type

Light Armor

Magic

Yes

Details

very rare

Weight

13

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

12

Studded Leather Armor +3

Type

Light Armor

Magic

Yes

Details

legendary

Weight

13

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

12

Studded Leather Armor of Acid Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Cold Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Fire Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Force Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Lightning Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Necrotic Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Poison Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Psychic Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Radiant Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Thunder Resistance

Type

Light Armor

Magic

Yes

Details

rare (requires attunement)

Weight

13

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

12

Studded Leather Armor of Weightlessness

Type

Light Armor

Magic

Yes

Weight

13

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.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Source: The Book of Many Things p. 65

Armor Class

12

Studded Leather Barding

Type

Adventuring Gear

Weight

26

Description

Barding is armor designed to protect an animal's head, neck, chest, and body.

Studded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier.

Source: Player's Handbook p. 157

Value

180

Stygian Javelin

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, 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. You're unwilling to part with this weapon while attuned to it. 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, your target changes to your closest ally. If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra 2d6 poison damage. Only the Remove Curse spell allows you to end attunement to this item.

Corrupting. This item corrupts. See the "Infernal Item Corruption" section.

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

Proficiency: simple, javelin

Source: Chains of Asmodeus p. 270

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Stygian Spear

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

You have a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, 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. You're unwilling to part with this weapon while attuned to it. 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, your target changes to your closest ally. If there are multiple allies, randomly determine which is the target. Make a new attack roll with advantage against your ally. If the attack hits, in addition to the standard damage you deal an extra 2d6 poison damage. Only the Remove Curse spell allows you to end attunement to this item.

Corrupting. This item corrupts. See the "Infernal Item Corruption" section.

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. 270

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Summer's Dance

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this scimitar, you can expend 1 charge as a bonus action to cast the misty step spell.

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, scimitar

Source: Tal'Dorei Campaign Setting: Reborn p. 197

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Sun Blade

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Description

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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.

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

Proficiency: martial, longsword, shortsword

Source: Dungeon Master's Guide p. 205

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,F,V

Dice Rolls

1d8

Sun Staff

Type

Melee Weapon

Magic

Yes

Weight

4

Details

rare (requires attunement by a cleric, druid, or wizard)

Description

Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 fire damage.

Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can't be used again until the next dawn.

Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds Vision and Light in a 15-foot radius and Vision and Light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it.

Source: The Book of Many Things p. 39

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Sunforger

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

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

As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.

If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.

Source: Guildmasters' Guide to Ravnica p. 181

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Sunsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.

Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.

The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.

Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.

Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.

Sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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.

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

Proficiency: martial, longsword, shortsword

Source: Curse of Strahd p. 223

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,F,V

Sword of Answering (Answerer)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Chaotic Good Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Answerer, the Chaotic Good sword, has an emerald set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Back Talker)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Chaotic Evil Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Back Talker, the Chaotic Evil sword, has jet set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Concluder)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Lawful Neutral Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Last Quip)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Chaotic Neutral Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Rebutter)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Neutral Good Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Rebutter, the Neutral Good sword, has a topaz set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Replier)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Neutral Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Replier, the Neutral sword, has a peridot set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Retorter)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Lawful Good Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Retorter, the Lawful Good sword, has an aquamarine set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Scather)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Lawful Evil Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Scather, the Lawful Evil sword, has a garnet set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Answering (Squelcher)

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement by a Neutral Evil Creature)

Weight

3

Description

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Squelcher, the Neutral Evil sword, has a spinel set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 206

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword of Kas

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Description

When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.

For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.

The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.

If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.

Random Properties: The Sword of Kas has the following random properties:

• 1 minor beneficial property

• 1 major beneficial property

• 1 minor detrimental property

• 1 major detrimental property

Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.

Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet.

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

Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.

Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.

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

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 226

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Sword Of The Paruns

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:

• Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.

• Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.

• Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.

Source: Guildmasters' Guide to Ravnica p. 181

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V