Type
Treasure
Value
100
Description
transparent pale green , blue, brown , or red
Source: Dungeon Master's Guide p. 134
A reference for every adventure
Explore the rules, discover your options, and build your story.
2565 of 2565 entries · Showing 2351–2400
Treasure
100
transparent pale green , blue, brown , or red
Source: Dungeon Master's Guide p. 134
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.1
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
10
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.02
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
2
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
3
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.5
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.5
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.02
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
1
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
1
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
50
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.1
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
5
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
15
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
2
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
3
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
500
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
15
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.05
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
2
Adventuring Gear
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
10
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
5
Adventuring Gear
1
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.
Source: Player's Handbook p. 157
0.01
Wondrous Item
Yes
uncommon
Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.
You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Source: Acquisitions Incorporated p. 30
Adventuring Gear
4
Source: Player's Handbook p. 150
2
Melee Weapon
4
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Player's Handbook p. 149
5
1d6
1d8
Piercing
M,T,V
20/60
Melee Weapon
Yes
uncommon
4
You have a +1 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Dungeon Master's Guide p. 213
weapon attacks +1
bonus
weapon damage +1
bonus
1d6
1d8
Piercing
M,T,V
20/60
Melee Weapon
Yes
rare
4
You have a +2 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Dungeon Master's Guide p. 213
weapon attacks +2
bonus
weapon damage +2
bonus
1d6
1d8
Piercing
M,T,V
20/60
Melee Weapon
Yes
very rare
4
You have a +3 bonus to attack and damage rolls made with this weapon.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Dungeon Master's Guide p. 213
weapon attacks +3
bonus
weapon damage +3
bonus
1d6
1d8
Piercing
M,T,V
20/60
Melee Weapon
Yes
very rare (requires attunement)
4
You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Chains of Asmodeus p. 271
1d6
1d8
Piercing
M,T,V
20/60
weapon attacks +3
bonus
weapon damage +3
bonus
Melee Weapon
Yes
rare
4
T,V
1d6
1d8
Piercing
20/60
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270
Melee Weapon
Yes
uncommon
4
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Dungeon Master's Guide p. 209
1d6
1d8
Piercing
M,T,V
20/60
1d3
Melee Weapon
Yes
4
very rare (requires attunement)
This weapon is bedecked in ornate gold filigree and deep-blue and maroon jewels. You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, you gain proficiency in the Intimidation and Persuasion skills if you don't already have it.
Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges).
The weapon regains 1d4 expended charges daily at dawn.
Source: The Book of Many Things p. 39
1d6
1d8
Piercing
M, T, V
20/60
melee attacks +1
bonus
melee damage +1
bonus
Melee Weapon
Yes
uncommon (requires attunement)
4
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Dungeon Master's Guide p. 213
1d6
1d8
Piercing
M,T,V
20/60
Wondrous Item
Yes
artifact (requires attunement)
Crafted from the very glacier in which he was imprisoned, the True-Ice Shards are a rapier and parrying dagger (main gauche) pair used by Levistus. They exemplify his time spent in the glacier, augmenting telepathy, divination, and defense. Due to his control over ice, Levistus can conjure the True-Ice Shards from anywhere, including if they were destroyed.
You gain a +3 bonus to attack and damage rolls made with the magical rapier and it does 1d8 cold damage instead of its regular damage. When using the magic dagger, you gain a +3 bonus to your AC, as long as it is used as your offhand weapon, and it does 1d6 cold damage instead of its regular damage. Because Levistus conjures the True-Ice Shards at will, he often rewards a copy of the artifact to his most loyal followers. The copies are identical to the original with one exception: Levistus can destroy or retrieve a copy at any time.
Random Properties. The True-Ice Shards have the following random properties:
• 2 major beneficial properties
• 2 minor detrimental properties
• 1 major detrimental property
Sub-Zero. Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to cold damage take triple damage from the True-Ice Shards, rather than double. After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.
The Best Defense. As a reaction to being attacked, you use the rapier to increase your defense, adding +3 to your AC until the end of your next turn. If you attack with the rapier before the end of your next turn, you do not have its +3 bonus to attack and damage rolls.
Mental Command. While attuned to the True-Ice Shards, you can use an action to cast the Detect Thoughts spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails. As long as you maintain concentration, you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and concentration continue.
Omniscient. You can use the True-Ice Shards to cast a variety of divination spells. Locate Animals or Plants, Locate Creature, and Locate Object may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence. Additionally, you may cast Scrying (with a spell save DC of 20) and Find the Path. Once either spell is cast, you must finish a long rest before casting either of them again.
Destroying the Shards. While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.
Treasure
10
opaque light blue-green
Source: Dungeon Master's Guide p. 134
Adventuring Gear
Vehicle
A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent-sized payload, making it popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely.
Standard weaponry on a turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can't be used while the ship is underwater.
Size: Large Vehicle (95 ft. by 70 ft.)
Armor Class: 19 (metal)
Hit Points: 300
Damage Threshold: 15
Speed: flying speed 25 ft. (3 mph); swimming speed 25 ft. (3 mph)
Cost: 40000 gp
Keel/Beam: 95 ft. / 70 ft.
Crew: 16
Cargo: 30 tons
3 Ballista (3 Crew Each)
Armor Class 15
Hit Points 50 each
Cost 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Mangonel
Armor Class 15
Hit Points 100
Cost 100 gp (mangonel), -- gp (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 52
Ranged Weapon
Yes
rare
0.1
A
1d4
Bludgeoning
30/120
You have a +1 bonus to attack and damage rolls made with this weapon.
When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
Source: Mythic Odysseys of Theros p. 198
melee attacks +1
bonus
melee damage +1
bonus
Adventuring Gear
20
A simple and portable canvas shelter, a tent sleeps two.
Source: Player's Handbook p. 153
2
Adventuring Gear
Vehicle
Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks.
A spherical chamber on the ship's command deck functions as a spelljamming helm that only beholders can attune to. Any beholder that occupies this chamber can attune to it. Reducing a tyrant ship to 0 hit points not only destroys it but also destroys the ship's spelljamming helm and eyestalk cannons.
A tyrant ship can't float on water, but it can safely land on the ground.
Size: Large Vehicle (100 ft. by 100 ft.)
Armor Class: 17 (stone)
Hit Points: 300
Damage Threshold: 20
Speed: flying speed 40 ft. (4 1/2 mph)
Cost: -- gp
Keel/Beam: 100 ft. / 100 ft.
Crew: 10 beholders
Cargo: 20 tons
3 Eyestalk Cannon (1 Crew Each)
Hit Points --
Cost -- gp (included in ship cost)
This weapon looks like an eye mounted on an eyestalk. A beholder stationed in one of the tyrant ship's meditation pods can see through the eye by concentrating on it (as if concentrating on a spell) and use an action to make the following attack.
Destructive Ray. Ranged Spell Attack: +8 to hit, range 120/480 ft., one target. Hit: 35 (10d6) force damage.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 54
Ammunition
Yes
common
0.05
This arrow can't be broken, except when it is within an antimagic field.
Source: Xanathar's Guide to Everything p. 139
Wondrous Item
Yes
legendary
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Source: Dungeon Master's Guide p. 209
Medium Armor
Yes
20
uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
While you wear this armor, you gain darkvision out to a range of 60 feet.
Source: Waterdeep: Dungeon of the Mad Mage p. 237
13
Wondrous Item
Yes
rare (requires attunement)
These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.
Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 1 5) with no components. This property of the lungs can't be used again until the next dawn.
If your attunement to the lungs ends, your original lungs reappear.
Source: Eberron: Rising from the Last War p. 279
Wondrous Item
Yes
legendary (requires attunement
This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits:
• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.
• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.
Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits:
• You have resistance to poison damage.
• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp.
Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits:
• You gain a climbing speed equal to your walking speed.
• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion.
Source: Explorer's Guide to Wildemount p. 273
1d6
Wondrous Item
Yes
common
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Source: Xanathar's Guide to Everything p. 139
Adventuring Gear
A vial can hold up to 4 ounces of liquid.
Source: Player's Handbook p. 153
1
Wondrous Item
Yes
rare (requires attunement)
This small glass vial can stockpile resources for use in the future. Once stored, resources last for 1 century before vanishing. As an action you make the vial store any number of the following resources, which are magically consumed and converted into a violet-colored liquid:
• Up to 31 days of food and/or drink. The flavors are lost, instead becoming tasteless.
• Up to 7 days of alcohol. The flavors are lost, instead becoming tasteless.
• Up to 5 magic scrolls that affect a single creature. The target of the spell is you, and if the spell requires concentration, you can concentrate.
• Up to 5 magic potions. No more than 2 duplicate potions can be stored at a time.
You may have more than one kind of resource in the vial, up to the limits expressed above. You can use a bonus action to consume one day of food (or alcohol) or activate one scroll or magic potion. If activating a magic scroll, the effects of that scroll must end before you can activate another scroll from must end before you can activate another scroll from the Vial of Greed.
Source: Chains of Asmodeus p. 270
Wondrous Item
Yes
Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components.
Source: Waterdeep: Dungeon of the Mad Mage p. 251