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7 categories

Items

2565 of 2565 entries · Showing 2301–2350

Sword of Zariel

Type

Melee Weapon

Details

artifact (requires attunement by a creature the sword deems worthy)

Magic

Yes

Description

This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who em- bodies bravery and heroism.

Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:

Angelic Language. You can speak, read. and write Celestial.

Celestial Resistance. You have resistance to necrotic and radiant damage.

Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.

Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within 60 feet.

New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond or flaw.

d8 | Personality Trait

1 | treat all beings, even enemies, with respect.

2 | I won't tell a lie.

3 | I enjoy sharing my philosophical worldview and experiences with others.

4 | I cut right to the chase in every conversation.

5 | I often quote (or misquote) religious texts.

6 | I anger quickly when I witness cruelty or injustice.

7 | My praise and trust are earned and never given freely.

8 | I like everything clean and organized.

d6 | Ideal

1 | Charity. I always help those in need. (Good)

2 | Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful)

3 | Responsibility. It is the duty of the strong to protect the weak. (Lawful)

4 | Respect. All people deserve to be treated with dignity. (Good)

5 | Honor. The way I conduct myself determines my reward in the afterlife. (Lawful)

6 | Redemption. All creatures are capable of change for the better. (Good)

d6 | Bond

1 | I have a favorite religious hymn that I constantly hum.

2 | I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.

3 | I have cherished memories of Idyllglen, though I've only seen this bucolic town in dreams.

4 | I would die for those who fight beside me, regardless of their faults.

5 | I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them.

6 | The Sword of Zariel has chosen me. I shall not fail to wield it justly.

d6 | Flaws

1 | I am too quick to judge others.

2 | I offer forgiveness too readily.

3 | I will sacrifice innocent lives for the greater good.

4 | Flaw? What flaw? I am flawless. Utter perfection!

5 | I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.

6 | I ignore those who do not support my plans, for my calling is higher than all others.

Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.

As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. or reduce its glow to its normal intensity.

Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master's Guide.

Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.

The sword communicates by transmitting emotion to the creature carrying or wielding it.

Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.

Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.

If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.

Source: Baldur's Gate: Descent into Avernus p. 226

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

V

Talarith

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a reigar who created it)

Description

The reigar who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the talarith, any weapon wielded by the reigar deals an extra 1d6 force damage when it hits.

As an action, a reigar can use its talarith to summon a golem that looks just like the reigar. The golem obeys the reigar's commands and uses the reigar's statistics, except it is a Construct that doesn't have a talarith of its own. The golem vanishes after 1 hour, or when it is reduced to 0 hit points. After summoning a golem, the reigar must finish a short or long rest before this property can be used again.

Source: Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 47

Talisman of Pure Good

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Creature of Good Alignment)

Weight

1

Description

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

Source: Dungeon Master's Guide p. 207

Modifier

spell attack +2

Category

bonus

Dice Rolls

6d6

8d6

Talisman of the Sphere

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Weight

1

Description

When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.

Source: Dungeon Master's Guide p. 207

Talisman of Ultimate Evil

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Creature of Evil Alignment)

Weight

1

Description

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Source: Dungeon Master's Guide p. 207

Modifier

spell attack +2

Category

bonus

Dice Rolls

6d6

8d6

Talking Doll

Type

Wondrous Item

Magic

Yes

Details

common (requires attunement)

Description

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll's phrases are lost when your attunement to the doll ends.

Source: Xanathar's Guide to Everything p. 139

Talon

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

3

Description

Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.

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: Lost Mines of Phandelver p. 24

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Tangler Grenade

Type

Adventuring Gear

Description

A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

Source: Waterdeep: Dungeon of the Mad Mage p. 244

Tankard

Type

Adventuring Gear

Description

A tankard holds 1 pint of liquid.

Source: Player's Handbook p. 153

Value

0.02

Tankard of Sobriety

Type

Wondrous Item

Magic

Yes

Details

common

Description

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Source: Xanathar's Guide to Everything p. 139

Tearulai

Type

Melee Weapon

Magic

Yes

Weight

3

Details

very rare (requires attunement)

Description

The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.

Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.

Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).

Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.

Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came.

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

Source: Waterdeep: Dungeon of the Mad Mage p. 76

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M, V

Teeth Of Dahlver-Nar

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Description

The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.

Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).

If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).

Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.

Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.

Implanting Teeth. To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.

Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.

Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.

d20 | Tale and Tooth | Creatures Summoned | Implanted Effect

1 | The Staring Cats of Uldun-dar (ivory cat molar) | 9 cats | The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you.

2 | Duggle's Surprising Day (human molar) | 1 commoner | When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it.

3 | The Golden Age of Dhakaan (golden goblin bicuspid) | 10 goblins, 1 goblin boss | When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest.

4 | The Mill Road Murders (halfling canine) | 3 green hags in a coven | When you damage a target that hasn't taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.

5 | Dooms of the Malpheggi (emerald lizardfolk fang) | 1 lizardfolk queen and 4 lizardfolk | You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

6 | The Stable Hand's Secret (sweet-tasting human canine) | 2 incubi | When you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.

7 | The Donkey's Dream (rainbow-colored donkey molar) | 1 unicorn | The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: "When I see wickedness in action, I must oppose it."

8 | Beyond the Rock of Bral (silver mind flayer tooth) | 2 mind flayers | You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds.

9 | The Disappearances of Half Hollow (vomerine tooth of a Large toad) | 4 giant toads | Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.

10 | Legendry of Phantoms and Ghosts (obsidian human molar) | 1 giant octopus, 1 mage, 1 specter | As an action, you can use the tooth to cast the Evard's black tentacles spell (DC 18). Once this property is used, it can't be used again until the next dawn.

11 | The Thousand Deaths of Jander Sunstar (yellowed vampire fang) | 1 vampire | You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points.

12 | Nightmares of Kaggash (twisted beholder tooth) | 1 beholder | As an action, you can cast the eyebite spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks.

13 | Three Bridges to the Sky (lapis lazuli oni fang) | 3 oni | You gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of exhaustion that can't be removed until you are attuned to three or more magic items.

14 | The Claws of Dragotha (broken translucent fang) | 1 adult red dracolich | You can use the tooth to cast the create undead spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.

15 | Ashes of the Ages and Eternal Fire (jade humanoid bicuspid) | 1 dao, 1 djinni, 1 efreeti, 1 marid | You can use the tooth to cast counterspell at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die.

16 | Daughters of Bel (green steel pit fiend fang) | 1 pit fiend | You can use the tooth to cast dominate monster (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur.

17 | Why the Sky Screams (blue dragon fang) | 1 ancient blue dragon | You gain immunity to lightning damage and vulnerability to thunder damage.

18 | The Last Tarrasque (jagged sliver of tarrasque tooth) | 1 tarrasque (ignores you and your commands; appears for 1d4 rounds then vanishes) | You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary.

19 | Incendax's Tooth (ruby-veined red dragon fang) | 1 ancient red dragon | You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of exhaustion.

20 | Dahlver-Nar's Tooth (dusty human molar) | 1 priest | As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention (the effect of any cleric spell would be appropriate). Once this property is used, it can't be used again for 7 days

Source: Tasha's Cauldron of Everything p. 135

Teleportation Tablet

Type

Wondrous Item

Magic

Yes

Details

Rare

Description

This clay tablet is eight inches long, four inches wide, and half an inch thick. Inscribed on it is the sigil sequence for a permanent teleportation circle. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence (Arcana) check, learning the circle's destination on a success.

You can use an action to break the tablet in half, turning it to dust. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. This teleportation circle has the characteristics of one created using the teleportation circle spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet.

The teleportation circle created by the tablet The teleportation circle created by the tablet disappears at the end of your next turn.

Source: Critical Role: Call of the Netherdeep p. 216

Telescopic Transporter

Type

Wondrous Item

Magic

Yes

Details

legendary

Description

This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods.

After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence (Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that's good for the campaign.

d6 | Mishap

1 | The travelers appear adrift in the Astral Sea.

2 | The travelers appear on a different plane of existence, determined randomly or chosen by the DM.

3 | Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the Reincarnate spell.

4 | A creature from the Astral Sea (such as a githyanki knight) appears within 60 feet of the telescope. The DM decides its attitude.

5 | The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination.

6 | The travelers arrive at their intended destination, but they each appear coated in harmless slime.

Source: The Book of Many Things p. 105

Tentacle Rod

Type

Rod

Magic

Yes

Details

rare (requires attunement)

Weight

2

Description

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Source: Dungeon Master's Guide p. 208

Dice Rolls

1d20+9

1d6

The Bloody End

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

4

Value

15.0

Damage

1d8

Damage Type

Piercing

Description

Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.

Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

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

Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.

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

• You can speak, read, and write Infernal.

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

• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.

• While holding the morningstar, you have advantage on Charisma (Intimidation) checks.

Awakened: When the morningstar reaches an awakened state, it gains the following properties:

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

• The saving throw DC for spells cast from the morningstar increases to 15.

• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.

• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.

Exalted: When the morningstar reaches an exalted state, it gains the following properties:

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

• Add dominate monster to the list of spells that can be cast from the morningstar.

• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.

• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.

Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Source: Explorer's Guide to Wildemount p. 278

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d6

2d6

The Codicil of White

Type

Adventuring Gear

Description

The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.

A creature with the codicil in its possession has resistance to cold damage.

The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, described later in this appendix) and a poem called "Rime of the Frostmaiden" (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.

Source: Icewind Dale: Rime of the Frostmaiden p. 317

The Incantations of Iriolarthas

Type

Adventuring Gear

Description

The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.

The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells:

1st level: alarm, detect magic, identify, magic missile, shield, Tasha's hideous laughter, thunderwave

2nd level: arcane lock, continual flame, invisibility, knock, levitate, Melf's acid arrow, mirror image

3rd level: animate dead, bestow curse, clairvoyance, counterspell, dispel magic, fireball, glyph of warding

4th level: arcane eye, banishment, blight. dimension door, Evard's black tentacles, phantasmal killer

5th level: Bigby's hand, cloudkill, dominate person, planar binding. scrying, telekinesis

6th level: create undead, disintegrate, globe of invulnerability, move earth, Otto's irresistible dance

7th level: create magen*, finger of death. prismatic spray, teleport

8th level: demiplane, dominate monster, mind blank, power word stun

9th level: blade of disaster*, power word kill

*Described in this chapter.

Source: Icewind Dale: Rime of the Frostmaiden p. 317

The Infernal Machine of Lum the Mad

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Weight

5500

Description

This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console.

Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed.

The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.

Silver Wire. The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.

As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection's silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.

Any effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher.

Summon Monster. When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:

1/day: conjure animals, summon lesser demons*

1/7 days: conjure minor elemental, conjure woodland being, summon greater demon*

1/month: conjure elemental, conjure fey

* See "Spells" in this appendix.

Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.

Random Properties. There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table (starting on the next page). To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.

Once set, these properties last until the end of the attuned user's next long rest.

(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)

Destroying the Machine. The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again.

Infernal Machine Properties

d100 — Beneficial Property — Detrimental Property

01 — You have a flying speed of 150 feet but lose all other movement. — You are blinded.

02 — You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. — All animals despise you. You have disadvantage on Wisdom (Animal Handling) checks.

03 — One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. — Your armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.

04 — You can cast the legend lore spell three times. — Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising.

05 — You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. — Metal rusts in response to your touch—including metal armor you wear and metal weapons you hold— reproducing the effect of the rust monster's Rust Metal trait.

06 — Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves' tools or tinker's tools. — Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere.

07 — You can cast the speak with animals spell at will, but can use it to communicate only with insects. — Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories.

08 — You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. — Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.

09 — You summon a unicorn that obeys your commands. If you give a command that violates the unicorn's alignment, the unicorn immediately vanishes. — You grow a unicorn horn.

10 — A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. — A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll.

11 — Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. — Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.

12 — You have a +1 bonus to attack rolls with weapons or spells (your choice). — The cure wounds spell restores no hit points for you.

13 — You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. — Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped.

14 — You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. — You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.

15 — You understand all languages, as if under the effect of a comprehend languages spell. — Whenever you speak, you speak in a random language (possibly including languages you don't normally know).

16 — You have +1 bonus to initiative rolls. — You are unable to hear any speech louder than a whisper.

17 — An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. — An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours.

18 — While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. — Water becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.

19 — A random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you. — A random Huge beast appears next to you (chosen by the DM) and attacks at once.

20 — You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. — Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks.

21 — If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. — No one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.

22 — You can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. — Your body is covered in feathers.

23 — You have advantage on death saving throws. — You have disadvantage on all saving throws except death saving throws.

24 — You can cast speak with animals at will, but can use it to communicate only with dogs. —All cats are automatically hostile toward you.

25 — You can cast the raise dead spell once, requiring no material components. — If you drop to 0 hit points, you automatically suffer 1 failed death saving throw.

26 — Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. — All coins you touch become worthless tin.

27 — Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. — A dozen small frogs constantly follow you around, chirping loudly.

28 — You gain the benefit of a nondetection spell. — Your appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell.

29 — You can cast the mage hand cantrip at will. — A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.

30 — You are able to decipher any text. — You lose the ability to speak any language. This has no effect on casting spells with verbal components.

31 — You can cast the speak with plants spell three times. — Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage.

32 — You know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. — Whenever you would speak falsely, you cannot speak at all.

33 — You gain a sense of destiny that directs you toward an important goal, as determined by the DM. — Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.

34 — All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. — Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you.

35 — Your shadow becomes an undead shadow that shares your alignment and is under your control. — Your shadow behaves disapprovingly whenever you're not looking— stealing things, mocking you behind your back, taunting opponents or friends, and so on.

36 — Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. — Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination.

37 — Flowers turn to face you as you pass them. — Mundane animals can't look at you.

38 — Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. — Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.

39 — Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times. — Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice).

40 — A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. — You break out into song whenever you roll a 1 on any die.

41 — Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. — You take a −5 penalty to initiative rolls.

42 — Whenever you roll a 1 on a d20, you have advantage on your next d20 roll. — Whenever you roll a 1 on a d20, you have disadvantage on your next d20 roll.

43 — Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. — Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute.

44 — You automatically know the direction to the greatest danger within 500 feet of you. — You leave a trail of black footprints that allow anyone to automatically follow you.

45 — You can cast the detect thoughts spell three times. — All creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you.

46 — You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. — While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

47 — Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. — You have disadvantage on Dexterity (Acrobatics) checks.

48 — You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. — Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you.

49 — You can cast the daylight spell three times. — An evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn.

50 — When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. — Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.

51 — You shed light like a torch, as if you were the target of a light cantrip. — No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them.

52 — You can cast the divination spell once. — Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw.

53 — As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. — Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks.

54 — While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. — The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them.

55 — As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. — The remove curse, lesser restoration, and greater restoration spells have no effect on you.

56 — You can predict the weather conditions for the next 24 hours with perfect accuracy. — A rain cloud follows you around, drizzling on you constantly even while indoors.

57 — You have telepathy out to a range of 120 feet. — You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not.

58 — You can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. — You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.

59 — You have resistance to fire damage. — You gain no benefit from any potion.

60 — You have immunity to the charmed and frightened conditions. — You can speak only in a monotone voice, imposing disadvantage on Charisma checks.

61 — You and each creature within 10 feet of you have resistance to necrotic damage. — Any Wisdom (Medicine) check you make or that is made to help you is made with disadvantage.

62 — The first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. — You are blinded while in bright light, and your shadow takes on a monstrous appearance.

63 — No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. — You have disadvantage on Charisma checks involving creatures that do not share your alignment.

64 — As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. — Whenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation.

65 — As an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. — Each time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn.

66 — You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. — Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage.

67 — As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. — Each creature within 30 feet of you automatically knows which magic items you carry.

68 — As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. — While in bright light, you have disadvantage on initiative rolls.

69 — You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. — While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks.

70 — You know one cantrip of the DM's choice, and can cast one 1st level spell of the DM's choice at will. — Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens.

71 — Whenever you roll a 20 on a d20, you can immediately end one effect on you. — Whenever you roll a 1 on a d20, you are blinded until the end of your next turn.

72 — Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been. — Any rope you touch transforms into a poisonous snake that attacks you.

73 — You summon a slithering tracker that obeys your commands. — You take on the appearance of having translucent skin, with your bones and organs slightly visible within.

74 — You have a fresh scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. — Whenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM.

75 — You can cast the control weather spell. — Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt).

76 — A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion. — A tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.

77 — A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature's statistics. — A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature's statistics.

78 — You can cast the teleport spell, always arriving on target when you do. You can use this property once. — Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway.

79 — You can cast the haste spell on yourself. You can use this property three times. — Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell.

80 — You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. — Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe.

81 — Your blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. — Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component.

82 — You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. — You are constantly followed by 1d4 octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you.

83 — You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. — Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible.

84 — When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. — You have disadvantage on Wisdom (Perception) checks while indoors.

85 — You can cast the healing word spell three times. — Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you.

86 — Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. — You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks.

87 — Your mind is filled with lost facts and lore, granting advantage on Intelligence checks. — You forget your name, and must be constantly reminded of it by your allies.

88 — Your touch can change small nonmagical objects into chocolate. — Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour.

89 — Each time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. — Each time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration.

90 — Each time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. — Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them.

91 — When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. — Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds.

92 — Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. — Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you.

93 — While standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. — Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest.

94 — As an action, you cause a swirling storm of rocks and dust to surround you in a 10- foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. — Fire elementals, water elementals, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else.

95 — As an action, you learn the names of every humanoid creature within 30 feet of you. — Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself.

96 — You can cast the modify memory spell once. — Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour.

97 — You can ignore the verbal component of any spell you cast. — You must shout the verbal component of any spell you cast.

98 — As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. — Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.

99 — As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). — Your hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves' tools or artisan's tools. The first weapon attack roll you make in any encounter is made with disadvantage.

100 — All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. — Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 × 10 minutes, then magically returns to its previous location.

Source: Infernal Machine Rebuild p. 96

Theki Root

Type

Potion

Value

3.0

Description

This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.

Source: Explorer's Guide to Wildemount p. 70

Thermal Cube

Type

Wondrous Item

Magic

Yes

Details

common

Description

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).

Source: Icewind Dale: Rime of the Frostmaiden p. 316

Thessaltoxin Antidote

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the polymorph effect imposed by thessaltoxin.

Source: Infernal Machine Rebuild p. 95

Thieves' Tools

Type

Adventuring Gear

Weight

1

Description

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components: Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Source: Player's Handbook p. 154

Value

25

Three-Dragon Ante Set

Type

Adventuring Gear

Description

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Source: Player's Handbook p. 154

Value

1

Thunder Cannon +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Description

A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

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

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

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

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

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

Proficiency: thunder cannon

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

2d6

Damage Type

Piercing

Properties

A,2H

Range

150/600

Thunder Cannon +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Description

A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

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

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

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

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

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

Proficiency: thunder cannon

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

2d6

Damage Type

Piercing

Properties

A,2H

Range

150/600

Thunder Cannon +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Description

A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

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

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

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

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

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

Proficiency: thunder cannon

Source: Dungeon Master's Guide p. 213

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

2d6

Damage Type

Piercing

Properties

A,2H

Range

150/600

Thunder Cannon Bullet of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Description

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

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

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Thunder Cannon Bullets +1

Type

Ammunition

Magic

Yes

Details

uncommon

Description

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

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Thunder Cannon Bullets +2

Type

Ammunition

Magic

Yes

Details

rare

Description

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

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Thunder Cannon Bullets +3

Type

Ammunition

Magic

Yes

Details

very rare

Description

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

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Thunder Cannon of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Description

A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

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

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

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

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

Proficiency: thunder cannon

Source: Dungeon Master's Guide p. 213

Damage

2d6

Damage Type

Piercing

Properties

A,2H

Range

150/600

Thunderbuss

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

3

Description

This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is thunder instead of piercing, and it doesn't have the loading property.

Invoking the Rune. As a bonus action, you can invoke the weapon's rune to launch a ball of energy to a point you can see within 30 feet of yourself. The energy then detonates into a 10-foot-radius sphere of turbulent wind and thunder centered on that point, and each creature in that sphere must make a DC 14 Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, and it can't take reactions until the end of your next turn. On a successful save, a creature takes half as much damage only.

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

Damage

1d10

Damage Type

Thunder

Properties

M

Range

30/90

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Tidecaller Trident

Type

Melee Weapon

Magic

Yes

Weight

4

Details

very rare (requires attunement)

Description

You gain a +2 bonus to attack and damage rolls made with this magic trident. You also have advantage on attack rolls made with this weapon while underwater.

This trident has 3 charges. You can expend 1 charge to cast Control Water (save DC 15) from the trident or 3 charges to cast Tsunami (save DC 15) from it instead. The trident regains 1d3 expended charges daily at dawn.

Source: The Book of Many Things p. 69

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M, T, V

Range

20/60

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Tiger eye

Type

Treasure

Value

10

Description

translucent brown with golden center

Source: Dungeon Master's Guide p. 134

Timepiece of Travel

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.

Turn-by-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.

The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.

Get Away From It All. As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.

Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Source: Acquisitions Incorporated p. 221

Modifier

dexterity saving throw +1

Category

saving throw

Tinderbox

Type

Adventuring Gear

Weight

1

Description

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

Source: Player's Handbook p. 153

Value

0.5

Tinderstrike

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

1

Description

A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.

You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.

Fire Mastery: You gain the following benefits while you hold Tinderstrike:

• You can speak Ignan fluently.

• You have resistance to fire damage.

• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.

Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.

Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."

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.

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

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

Proficiency: simple, dagger

Source: Princes of the Apocalypse p. 224

Modifier

weapon attacks +2

Category

bonus

weapon damage +2

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dice Rolls

2d6

Tinker's Tools

Type

Adventuring Gear

Weight

10

Description

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

A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Components: Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

Source: Player's Handbook p. 154

Value

50

Tinkertop Boltblaster 1000

Type

Ranged Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

This strange contraption of gears, wires, and lacquered wood has a handle with a metal grip and crank. Its stock bears a flamboyant maker's mark that reads: "Made in Hupperdook," a city in Wildemount. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you roll a 20 on an attack roll made with this weapon, you can immediately make another attack with this weapon after resolving the critical hit. When you roll a 1 on an attack roll made with this weapon, you must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage as some of its gears and wires spring loose.

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

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

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Proficiency: martial, hand crossbow

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

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Titanstone Knuckles

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

Carved from the heartstone of a slain earth primordial, these gauntlets bestow immeasurable might to their wearer. In recent times, they were wielded by the legendary barbarian Grog Strongjaw, who continues to use them as he seeks worthy challengers across Tal'Dorei and Exandria.

Dormant

While the Titanstone Knuckles are in a dormant state, your Strength score becomes 22 while you wear these gauntlets. Additionally, your weapon attacks deal double damage to objects and structures.

Awakened

When the Titanstone Knuckles reach an awakened state, they gain the following properties:

• Your Strength score becomes 24.

• You can use an action to cast the enlarge/reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes. This property of the gauntlets can't be used again until you finish along rest.

Exalted

When the Titanstone Knuckles reach an exalted state, they gain the following properties:

• Your Strength score becomes 26.

• While you are under the effect of the enlarge/reduce spell cast by the gauntlets, you have resistance to cold, fire, lightning, and thunder damage.

Source: Tal'Dorei Campaign Setting: Reborn p. 211

Tome of Clear Thought

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 208

Tome of Leadership and Influence

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 208

Tome of Strahd

Type

Adventuring Gear

Weight

5

Description

The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact and readable. If the characters acquire the Tome of Strahd and want to read these paragraphs, show the players the "From the Tome of Strahd" section in appendix F.

If Strahd sees, or learns from a minion, that the tome has fallen into the party's possession, all of his other objectives (see chapter 1, "Into the Mists") are put on hold until the book is recovered. When Strahd attacks, his preferred target is whoever has the tome.

Source: Curse of Strahd p. 221

Tome of the Stilled Tongue

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement by a Wizard)

Weight

5

Description

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn.

While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.

Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

Source: Dungeon Master's Guide p. 208

Tome of Understanding

Type

Wondrous Item

Magic

Yes

Details

very rare

Weight

5

Description

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide p. 209

Topaz

Type

Treasure

Value

500

Description

transparent golden yellow

Source: Dungeon Master's Guide p. 134

Topaz Annihilator

Type

Ranged Weapon

Magic

Yes

Details

legendary (requires attunement)

Description

This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.

The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.

While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can't be used again until the next dawn.

Proficiency: firearm

Source: Fizban's Treasury of Dragons p. 24

Damage

2d6

Damage Type

Necrotic

Properties

2H

Range

100/300

Torch

Type

Adventuring Gear

Weight

1

Description

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Source: Player's Handbook p. 153

Value

0.01

Totem

Type

Adventuring Gear

Description

A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151

Value

1